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COUCO,
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IT'S WRITTEN IN
THE STARS!
And In The
Best Magazines
■■■■!:9
* •%
Dealers: Demo disks are
available! Give us a call.
■*:_'
4tn>
What's that?. . .
Why, the award-winning
Russ Wetmore arcade games!
Three shining examples of what
Adventure International has to
offer for your Atari*.
To order, see yout local dealer. If he does not have the program, then
call 1-SO0-3277172 (orders only please), or write tor our free catalog.
Published by
dventur^
INTERNATIONAL
a subsidiary of Scott Adams, Inc.
LONGWOOD.FL 32750 • (305)662-6917
O-Utf OF THE TEAR %
• AUVARD WINNER •!
You don't have an Atari?
Then check with your dealer
- for the version you
kolay on your system!
a55I0i1.46 $34.95
I $34.95
BOX 3435
SSKEfleCj. ^mm^
■ri ^ >rf
PREPPIE!
SEA DRAGON
PREPPIE! II •
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SITUATION DESPERATE POWERFUL NEW
DEATH STAR REPORTED UNDER CONSTRUC-
TION MUST BE DESTROYED BEFORE ITS
DEADLY COMPLETION OR ALL WILL BE LOST
MtSSIDN INVOLVES SPLIT-SECOND
SKILL. MUST FLY MILLENNIUM FALCON
THROUGH ENEMY FORCE FIELD PENE-
TRATE DEATH STAR DEFENSES, AND
NEUTRALIZE CENTER CORE.
WARNING! EXPECT HEAVY RESISTANCE
FROM EMPIRE'S TIE INTERCEPTORS.
ALSO NOTE., BE ON ALERT FOR TRACK-
ING DEATH RAY
TIME RUNNING OUT Aa REBEL
PILOTS REPORT IMMEDIATELY FOR
RETURN OF THEJEDI DEATH STAR
BAULE THE THRILLING HOME \^DEO
GAME FROM Ri\RKER BROTHERS,
For the Atari 2600 " and soon available tor Inteilivlsion.'
R4RKER BROTHERS
* ® * TM 4 ^t;. LucasMm Lid (LFL) 19S3 All rigms reset ved Parker Bras , a div olCPG Products Corp , Authorized User Atan26CX)"isa tiademarkot Alan, inc
INTELLIVISION" IS 3 'egislered tradema'K o1 Mattel, Inc. Parker Bioltiers is not aHilialed wdh Alan, Inc o' Mallei, Inc
VOLUME 2 NUMBER 2
NEW PRODUaS
5
THE VIDEO GAMES
GAZEHE
^
MATTEL
STRIKES BACK
With Aquarius and Intellivision IV,
number two is trying harder
WHAT'S IN STORE FOR
YOU?
^
THE ViDEO
GAME PIMTES
By Michael Blanchet
That arcade game you are playing
may be an illegal ripoff
WIN AN
ACTIVISION
LIBRARY!
Enter our Name That Alien contest
25
SWAP SHOP
li-ade or sell your used games
INTERVIEW:
ALEX LEAVENS
ByDanGutman
Alex designed Gorf, Stargunner,
and Crazy Climber for the VCS
35
THE HOTLINE
Call (212) 581-8267 for the latest
dirt
CLUES
37
CAN YOU SURVIVE?
By Michael Blanchet
We put you in a tricky situation
COVER ILLUSTRATION BY LOU BROOKS
Publisher
CHARLES GOODMAN
?^
miRDWWE
Senior Vice President
Finance & Administrolion
NORMAN J. FINEGOLD
Editor
DAN GUTMAN
REVIEWS
JO
BEAT IT!
ByBobGuerra
We show you how to rip apart Ms.
Pac-Man, Sinistar, aMGalaga
42
5/
VIDEO GAME BUYER'S
GUIDE
By Roymond Dimetrosky
Managing Editor
SHAY ADDAMS
Art and Design
SCOTT-GOODMAN DESIGN
Contributing Editors
MICHAEL BLANCHET,
RAYMOND DIMETROSKY, MARTIN
BASS, MARK BROWNSTEIN,
ROBERT GUERRA
Director of Manuf octuring
JANICE KRELL-COHN
HOW TO PLAY
DO
Production Manager
JOYCE FAUST
t
fOREV€R
By Leo Daniels
Score over 2,000,000 in Joustl
Ram 40 free Tbmpest games!
ONE ON ONE
By Michael Blanchet
Zaxxonvs. Zaxxon, Pitfall vs.
Dracula
58
Production Assistant
ROBERT DOYLE
Circulation Director
ROBERT T.MAIELLO
Newsstond Soles Manager
MARlLi'N MENDELSOHN
Advertising Director
JOHN DAMBORAGIAN
1 -
READER GAME OF THE
SOUND iN
Account Executive
LAURA LAPATIN
MONTH
Shawn Lysowski's "The Young
Adventurer"
4?
VIDEO GAMES
ByJoshMortIn
How do they make it? How
important is it?
Office Monager
ROSEMARIE LENNON
Controller
ROBERT H.SCHWARTZ
Accounting Manager
AMY ROSARIO
ARE YOU
62
Administrotive Assistants
BILLATW(H)D, DE'ANNA
THOMAS, DONNA PELZMAN
AWESOME?
How your scores compare with
everybody else's
COMPUTER GAME
BUYER'S GUIDE
By Shay Addams and Martin Boss
Vidao Gomsi Playar. Vol 2 No. 2. October/Novam-
b«r 1983 Video Gairsi Player is publl»^«d 6 times o
yaof by Carnegie Publkolioni Corp., 888 Saver)!*!
Avenue, New York. Ne* York 10106 No molerial
may be reprinted wllhoul written permisiion oF th«
pubiiiher. Entire tonlanti © copyright W83 by Carne-
gie Publicoiions Corp. All rights reterved. Printed in
thi U.S.A,
i£ITEllS TO THE EDITOR
PLUG IT IN
I'm considering buying either
an Atari VCS, an Atari 5200, a
ColecoVision or an [ntellivision
II. But all this talk about things
you plug into this and things
you plug into that is driving me
crazy. Now I have no idea what
to buy Can you clear it all up?
Randolph Trotln
Okay, here's the scoop. Right
now there are adapters that
allow you to play Atari VCS
cartridges on ColecoVision.
Intellivision II and the Atari
5200. You can also plug a Star-
path Supercharger (it expands
the memory) into any of these
adapters. There are no adapters
(yet) to plug ColecoVision
carts. 1 ntellivision carts or
Atari 5200 carts into any other
machines than the ones they
were made for Ail four systems
can or shortly will be expanda-
ble into computeis if you pur-
chase their keyboard add-ons.
ColecoVision also has a "Super
Game" module to increase tiie
memory of that system, and if
you really want to be driven
cra2y, try the Tlirbo expansion
module for ColecoVision. All
accessories are purchased sepa-
rately from the systems.
OUT OF BUSINESS
I understand that Data Age,
U.S. Games and Apollo have all
stopped making video games.
Why? Are any of their games
still for sale? Will they become
collector's items?
Robert Hanover
A few years ago, when it was
Just Atari and Mattel, we would
buy every game that came out.
Now, witJi so many companies
making video games, we have to
be more choosy, lb succeed with
such competition, a company
has to not only have great
games, but also have great dis-
tribution, advertising and pro-
motion. This is an example of
"sun-'ival of the fittest." Apollo
went under nearly a year ago.
and we stiil see some of their
games in the stores, usually at a
good discount. Most likely,
games from companies that
went out of business wiil some-
day be worth far more than 20
or SO dollars.
INTEIUVISION III?
Thank you for your balanced
evaluation of the Atari 5200
versus ColecoVision. But 1 have
heard that Intellivision III will
be here by the end of the year.
Should 1 wait and buy that
instead of Atari or Coleco's
"super system"?
Heather Harbison
Mattel has been dropping hints
about Intellivision HI (See
"Mattel Strikes Back" in this
is.$ue). but until we get a unit in
our hands we can 't tell you if it
is an improvement on Atari or
Coleco. You can bet we'll let
you know as soon as we can.
MOVIE/GAMES
Why do you and all the other
magazines run articles on the
"movie/video games"? With
the exception of The Empire
Strikes Back, every video game
based on a movie has been incre-
dibly terrible!
Rex Wallace
You're right. We admit it. We
won 't do it again. Promise. But
first, we want to see how
Porky's— The Game turns out.
MORE REVIEWS
Your Fall 1982 Hume Video
Game Buyer's Guide is just
what the doctor ordered. With
.so many systems and cartridges
on the market, it is absolutely
necessary for the player to be a.s
informed as he or she can be. I
would like to see you keep this
rating system in every issue and
expand it to include Parker
Brothers, U.S. Games, Spec-
travision and all the other com-
panies. Keep up the good work.
7b/ii liobbins
Here's what we're planning.
While all the other video game
magazines review 10-15 games
per issue, we plan to review 30-
40. We do this by evaluatingjust
a few games in depth and giving
brief reviews of all the others.
We think it 's more important to
tell you about all the games that
are out there than it is to devote
tHiayhe Data Age should have made a Wayne Newton Escape game.
a lot of space to a select few
games.
SUGGESTION BOX
I have a suggestion for the video
games companies— make your
cartridge boxes smaller. A
cartridge the size of a pack of
cigarettes does not need a box
the size of a paperback book.
It's a waste of paper, it takes up
too much space on store
shelves, and I'll bet that I'm
paying more money for it.
Julius Riccio
Good idea. Floppy disk com-
puter games pac-ked in big boxes
are even more ridiculous.
OUT OF MY HEAD
\ n order for you to print a game I
made up, do 1 have to send a
computer printout or something
like that? 1 don't know anything
abimt programming, 1 just like
to make games up out of my
head.
Justin Hoy
No programming skills are nee-
es.'iary Just send us a dra wing of
your game, a photo of yourself,
and a description of the game.
FEW DEMANDS
Do you know what the best part
ofyour magazine is? "What's In
Store For You" That's all I want
—a list of all the companies and
what product^s are coming out
for what systems. Thanks.
Marvin Tabak
P.S. The nerd poster was good
too.
Got a question? Got a gripe?
Just want a half a million peo-
ple to see your name in print?
Punch your initials in here, pal.
and write: Letters to the Editor,
Video Games Player. 888 7th
Ave., New York, NY 10106.
6 VIDEO 'JAMES I'LAi'EK
Li . 1 N i l li t i -M4
Thumb Action Is Done...
The Trigger Era
Has Begun! f^^^
it:
'4
\'-
\!
i \ f
Triga-EHte — The ultimate video game
weapon. The finest controller features
available. The full 5 year guarantee is only
the beginning.
- 8 position sensitivity setting for handle
pivot response. From almost a 0" to 10'
response range.
' Built in rapid fire bar with instantaneous,
activation.
Independent second action lire button
tor the latest games.
• Fully adjustable trigger sensitivity.
• Patent pending design.
• Removable dual sided suction cups.
Full 5 year no-nonsense guarantee!)
v^-'--.:a
% «
f-i
4-4
^t-W4
i4
\
r ~ Air
NEW! ATAHi 52i)C JOYSTICK iNTERFACi
Allows 5200 owners to use any 9 pin joysticks on
the Supersystem.
Greatly improves scores and response time.
;k
TT
Triga- Command, the original trigger
activated joystick that brought total
conlrol and comfort to video game playing.
Helicopter style control handle.
Index finger trigger action.
Removable dual sided suction cups.
•> Diamond cut textured grip.
30 day factory money back guarantee.
Xa li TM^^^ t J . ■ Ml ■ ■ J
^n I nga loysTKtn
t
ColecoVision, Coleco-Gemini,
Atari 2600 and Atari Computers,
Commodore Computers, Sears
Telegames. and others.
All Above Listings Are Trademarks of
Their Respective Companies
i i I I i
a
MW
Qectra Concec
X
1125 WllBuPftace, Bohemis N.Y. 11^16
I
I
ft'V
Woild's Largest Selection of
Commercial and Home Wdeo Games
and Accessories.
J
WE HAVE EVERY CARTRIDGE AT ACCESSORY
FOR ATARI' VIDEO COMPUTER SYSTEM™ 400-/800T
5200~ IPfTELLIVISION"; COLECOVISION"' * VECTREX"*
vX^^"^
Send $2.00 for our latest CaUlog Se
newsletter telling about all the new
and exciting products shown at the
January '85 Consumer Electronics Show!
Please specify if you have an
Atari 400/800 unit, and we will
send you our Atari 400/800 Catalog.
ACCESSORIES FOR MATTEL"
INTELLIVISION- UNIT
(Hoi for use with lritellivision~ II or III)
Joystick 14.95/sett
Precision machined from aluminum
(gold anodized) for the most discrimi-
nating player, includes 2 replacement
disKs with screw-in straight sticK and
ball handles.
OlsUck" lO.OO/palrt
Replacement joysticks for Intellivision'"
made Irom hi-lmpacE plastic.
Intellivision'- Dust Cover 7.95^
Heavy vinyt with logo.
ALL MAIL ORDER COMPATIIES
ARE MOT THE SAMEI
1 We\e been in tmyiiiess foi over 10 years.
2 We operate 4 stores .is well .is our mall order
busit'css.
3. Wt'ilDCkovtrr $1,000,000 in inventory,
4 . We ship over 90% ol our orders within
48 (luiirs.
5. We Have the most sophisticated computer
sysleni in the Industry.
6. We have nationwide loll free 800 lines to take
your orders (Visa or MaslerCardl.
7 We wHi ship any way you prefer.
a. We will immediately replace initial defects.
C3liri:iti<la'esiiJcnis.4dd 6 1/2% sales lax
"Add SI packing, handling jnd shipping tlvitge
■ *dd il p3(.Wng, (undllng ami shiipiii'ifi f hjifii-
-Add S.^ p^Khliig h'lndllnii^nd <ihlpt'iiiy i tiiU'i*-
ACCESSORIES FOR ATARI'
ee ATARI* 400-/800-
Gj\.n.E.Sr Super Joystick 29.95^
Finest quality, 5-year mfrs. warranty,
Joystick extension Cord (6 ft.) 4.95'
6-wire cable. (12 ft.) 6.95*
Joystick "Y" Adapter 6.95*
Allows joystick 6f paddles to remain
connected, saving wear and tear on
connector pins.
Joystick Lefty Adapter 5.95-
Allows Atari* joystick to be turned 90° for
left handed persons.
Supercharger" by Starpatli'" 39.95^
Regularly 69.95. With Phaser Patrol-
Tape (increase memory of Atari' VCS).
Emerson"' AC/DC
Cassette Recorder 24.95t
Regularly 49.95.
Atari" Dust Covers 7.95 +
For 2600. 400. 800 8f 5200 models.
All heavy vinyl with logo.
ACCESSOKieS FOR
COLECOVISIOM™
SuperjoystIck'" with
2 rirc Buttons 29.95^
This is the same quality joystick weVe
been selling for Atari? 5 year mfrS.
waiTaiity
Elall Handle (EZ Joystick) 10.00/pr.t
For Colecor
Joystick "Y" Adapter 10.00/e«.t
Allows use of Q.A.M.E.S.~ superjoystick
with standard Coieco*" controller.
9'Wire cable.
Controller Extension Cord
9-wire cable. (9 ft.) lO.OOt
Colecovlsion"' Dust Cover 7.95t
heavy vinyl witli icitjo.
Visa and MasterCard holders may call
to place orders: 1-800-626-959^2.
no C.O.D. ORDERS.
(Dealer inquiries welcome.)
G*A.fll.C«S.
Direct all mail order Bt catalog requests to Van nuys.
San Fernando Valley; Orange County: South Hay:
Thouaand Oaka:
6626 VJljosii Avenue
Van riuys, CA 91406
(21 5t 781 1300
10529 tills .^venue 28 r4 W. Sepulvedd 3M9 ThouMnd Oski Blvd
rounlaln Valley, CA Torrance. CA Thouiand Oaks Ca
(7141964-2711 (21.11 530-790.'. 1805] -jgyeuS
(213)^1-1151
ror information call: 1-213-781-1300
tMon. -Fri. 9-6 FST / 5at. 9-5 PST)
FIRST
WAVE
HOT GOSSIP
What do Roger Moore, Bruce
Jenner, George Plimpton, Alan
Alda, and Santa Glaus have in
common? They all rep vidgame
companies- Spectra video,
Activision, Mattel. Atari, and
Starpath respectively. Report-
edly, Fox asked Alda to rep their
MASH game, but he Insisted it be
nonviolent. So Fox signed Jamie
Farr and Alda pockets a
rumored 10 million for five
years, Wait tilJ nonviolent Alan
gets a load of Battlezone , . .
Wico's new slogan— "My Sticko
Wo7i'l Go Wacko Because It's A
Wico!' Give us a break! . . . Since
Data Age went under, what hap-
pens to their Mr. Bill game? Uni-
versal has purchased the rights
and will be making it into an
arcade game.,. Donkey Kong,
Donkey Kong Jr. and Mario
Bros, were all designed by the
same gay at Nintendo and
they're rumored to be making
the latter Into a home game by
themselves . . . The long awaited
Odyssey Three has been
scrapped. But they will come out
with some new system next year
. . . Parker has licensed Gyrus
for a home game... Remember
that great Coleco Super Game
module that was to play 100
screens of Donkey Kong? It
seems to have disappeared in the
excitement over their Adam
Computer. . .Atari is to replace
the 5200 joystick with a con-
ventional self-centering one...
Fox supposedly commissioned
three different companies to
design them a MASH game, then
they picked the one ihey liked
best... Three of Sega's game
designers have left to go to
Atari, which is being sued by
Mattel for stealing three of their
designers in order to get games
for InteUivision out by Christ-
mas... What will Coleco's Tkr-
zan do that Jungle Hunt and
Pitfall haven't already done? . . .
Why did Roger Moore sign with
Spectravideo If Parker has the
James Bond game? . . . Inciden-
tally, now It will be Plimpton
After the success of Pitfall and Jungle Hunt, can Coleco
fop if with Tarzan? (top) Above, Dragon's Loir, ft's worth
50 cents,
versus Alda on TV commercials
and Alda played Plimpton In the
movie Paper Lion! .. Star-
path's Steve "Commie Mu-
tants" Landrum has designed a
terrific new version of Frogger
for the Supercharger. . . The Uni-
tronics Expander won't turn
your VCS Into a computer after
all— they scrapped It in favor of
their new Sonic computer...
Pioneer has found a way to hnk
computers and laserdiscs,,,
Starpath's Rabbit Transit was
originally called Hopalong
Catastrophe. . .First Star
Software has made a deal with
Marvel to make games based on
Marvel characters. First Star has
also sold their successful Astro
Chase Atari 4lX) game to Parker,
who will be coming out with a
VCS version . . . There Is no truth
to the rumor that Lech Walesa
will be the spokesman for
Atari's Pole Position home
game . . . Hot rumor of the month
—Activision will buy Sirius
Software... David "Pitfall"
Crane taught his protoge Steve
Cartright how to program the
Atari VCS in two days. Cartright
says all those weird objects in
Megamania were named after
the game was programmed, He
also says his wife hated the eariy
forms of Plaque Attack, so he
improved it... Prolific David
Lubar designed Nexar (Spec-
travision), Cineman (Sirius),
Worm War I, Fantastic Voyage,
Flash Gordon and Spacemaster
X7 (Fox) , . . Soon you will be able
to buy "The Unroller Control-
ler," the first trackball that
doesn't roll. This is not a joke! . , ,
Dragon's Lair will be remem-
bered as the game that changed
the history of video games...
Zimag pulled out of the game
business even before their first
game was released . . . Remember
the arcade classics Gun Fight,
Seawolf n, Spectar, and Fire
One? Epyx will be coming out
with computer game versions.
They also have a new driving
game, Pitstop, in which you
have to puli off the road and
change your tires... In the final
days of Apollo, their creditors
were watching the company
with surveillance equipment so
that none of the employees
would steal anything... The
Pink Panther is coming from
Odyssey, not Parker as we
reported in the last issue , , . and
that "Scramble-type" game for
the Commodore 64-it's called
Ozie Ozone... Rock star Ttodd
Rundgren is negotiating with
CBS to produce a series of
"entertainment software pro-
grams." Ibdd penned Paintbox,
one of the earliest Apple
graphics programs... K-Tel to
come out with VCS carts with
one game on each side , , . That's
it, guys. Use it or lose It.
NEW PRODUCTS
RAPID FIRE
MODULE
How'd you like to punch off
20 shots a second? The
acUustable speed "Bla.ster" will
help you annihilate aliens with
a continuous beam of
devastation. It plugs in
between the same console and
the joystick and will not harm
your Atari Vt'S, 400/HOO,
ColecoVi,sionorVIC-20. The
Blaster is particularly useful
when you're playing against
someone who is better than
you. Just find a way to hide the
wires. $12.95 from Questar,
670 N. W. Pennsylvania Ave. .
Citebalis, WA 08532.
CONTROLLER BASE
An obelisk is "a four sided
stone pillar." Webster's doesn't
say anything about playing
Grunds In Space on one. But
The Obelisk, made of
hardwood and f<frmica, has a
built-in, eight-position Wico
joystick so you can play all
your favorite games in your
comfy chair. A 12 foot
extension cable is included and
rapid fire button is optional.
The Obelisk costs $89.95 and
will interface with Atari VCS,
CoiecuVisiun, 400/800/1200.
and Commodore computers. A
two-player version is availabje.
J.D. Home Associates, filH
West (Mffin Dr., Bozeman. MT
59715.
COMPUTER TOUCH TABLET
As ''friendly" a.s computers
are these days, they still have
these keyboards that you've
got to type on. What a drag.
The Koalapad Ttmch Tablet lets
you draw directly on the
screen. bypa.ssing the
keyboard. This handheld
peripheral is connected to your
Apple, Atari, (Commodore or
IBM computer by a cable and
can be used for playing games,
drawing pictures and for
business applications. The
Koalapad and Micro Illustrator
Island (iraphics software
package runs for less than
$125. Koala Technologies. 4962
El Camino Real. Ste. 125, Los
Altos, CA 94022.
TELEDELIVERY OF GAMES
Stamp out cartridges! Now
you can hook your Atari-
compatible game system up to
y{mr telephone and let Ma Bell
send the games over. After you
buy CVC's "Master Module"
for $50, you can choose from
dozens of games they have
licensed and pay only for the
time you play. For the average
player, it will coal SI to play
about an hour and this charge
will be added to your credit
card bill. The Ma.ster Module
can load an 8K game in 40
seconds. Game previews and
contests will also be offered, as
well as a sportsline, stockline,
andmailline. "Teledelivery"
may just revolutionize video
games. Control Video
Corporation, 8620
Westwood Center Drive,
Vienna, VA 22180.
!0 VIDEO GAMISPLM'EH
\
«0
•a
X
1 ''10 <iAMI GlOv'
® i
VIDEO GAME GIOKE
Do you sweat, a liit? Well, in
addition to a Rood antiper-
spirant, you iniKht tiy putting
on a video game glove. Nanoy
and Company's "Videomax"
glove not only keeps your hand
from slipping on the joystick, it.
also gives your opponent the
finger. It comes in white, navy,
small, medium, large and even
left or right. Send $8.40 to:
Nancy and Company, 22594
Mission Blvd., Suite 302,
HaywHi'd, CA 94541.
VIDEO
GAME-READY TV
The worst part of video
gaming is having to mess
around behind the TV set to
plug the game in. Now Sony
has a new 13-inch TV, their
model KV-mi, that has a jack
right up front for a video game,
computer or video cassette
recorder. The set also has
fewer components than most
sets, resulting in higher
reliability and lower cost—
$;i99.95. Sliding volume
control, pushbutton tuning and
Auto Color included. Sony,
Sony Drive, Park Ridge, NJ
07656.
EXTRA-SMALL
JOYSTICK
Ymi may think a one-and-a-
half inch joystick is made for
little kids, but Amiga says their
"Power-Stick" will improve
every/'oc(v's scores. The
shorter stick, it is claimed,
gives faster, more direct
control of screen objects and
will withstand the rigors of
rough play better than a big
stick. The Pnwer-Stick has
been ergonomically designed
(designed by ergs) to give true
eight-way response. Carrying
case and extra-long cord
included. $9.95. Amiga. 3350
Scott Blvd. Santa Clarn, CA
950,51.
EXERCYCLE CONTROLLER
Now we've seen everything.
For just $39,95, you can hook
your exercycle up to your video
game and play while you pedal.
The Aerobic Joystick simply
clips onto the bike and your
pedaling acts as a fire button.
In Defender, for instance, the
faster you pedal, the faster you
fire. In Enduro or Grand
Prix, the fa.ster you pedal, the
faster your car goes. It 's
outrageous!
Suncomlnc, 650 Anthony
TYail, Unit E, Northbrook, IL
60062.
VogotstQ
copfure Oliws
heortS-Ore/se.
You thinks
> it's all fun and
^ games bein the
^ woild's most
famousk sailor?
Then, I su^ests
you tries it yerself.
You try makin points
with Ohve Oyl, that fickle,
damanding, stringbean of a
dame. Likes you got nothin
better to do than runnin
around tiyin to catch her
hearts^ Jh^ and notes. __
You tiy bein chased around by Sea Hag.
that fat swab Brutusk, without She ain't no
a chance to catch yer breath. lady, that's ^'
fer sure.
And you try fightin off the
vultures whilst Ohve screams
forH-E-LR
And you try to keep from
gettin yerself killed by them
bouncin skulls. I doesn't
know where they comes from,
A J I'll ^n i-u xu- ui vu but I doesn't hke 'em one bit
And 1 11 tells ya, that big blubber ,^ ^^ ^^^g^
ballain'tasdumbashelooks. ■.f'J^ ..^^ISC ofaH whilst
As soon OS ya gets yer spinach, they ail runs away
You tiy doin all that whilst \
yer gettin pelted with beer
bottles by that discustipatin
\ you're doing
, \ all this,
':^ Ya gotstQ punch (Hit fhe^
botiies before they punch you
Qutdhqiestheyrenon-returr}}.
1<JS3 Pirker Braiders, Bei/erly. MA 0l9l5 t i98J Kjng Features Sjiidicaie. Inc Pnpeyei6<ire£i5leredlrademaiko[ iiidib licensed by King FeiiluresSyiidicjie, Inc c |<)8J Niniendoof Amenca. Inc.
VA CANT BE WIMPY
IFYAWANTSIA
PUnrPOPEYE.
O:
\y
01
Olm drops notes whilst
you runs around tryin
to moke points
» they keeps movin the
spinach around so's you can
never find it when you needs
it. Blow me down, it ain't
hardly fair.
m tell ya, ya gotsta be some
Idnda sailor to play Popeye. "
You gotsta be fast. And ya
gotsta uirive under pressure.
Cuz, me home video game
is just like the hit arcade
game by Nintendo . . .
With thiree screens of
\b thinks I fsk fun
fonglin with Brutusk?
You try It
non-stop action and in- Just one piece of advice,
credulous graphics. I doesn't suggest ya tries it
So's if it's a challenge yer if ya eats yer spinach in a
lookin for, and ya thinks quiche.
ya gots what it takes, why be
messin around with them
other silly games. Do what I
does eveiy day. Play Popeye
from Parker Brothers.
Screen 3 is the
most dangeroask
ofthmoll.
Here, t/oidle. Ill
blostlmteya.
B4RKER
BROTHERS
Popeye is available for Atari 2600, Intelliipision, Atari 52O0 and ColecoVision Systems;
Plus Atari 400 and 800 and Commodore VIC 20 home computer systems.
CREATIVE SOFTWARE
- the * 1 * independent VIC-20 full-line software
publisher in the U.S. - is proud to announce
4 new Gome Cartridges & 5 Home Applicotions
for the COMMODORE 64:
A GAME ON CARTMO&E FOft THE COMMODOU M'
. Joysridi controll*r rvqulrvd.
/ISTROBUTZ
A GAME OH CAATWOGE FOK THE COMMODORE 64~
. Joyitkk contToIlM r*qulr*d.
Mumn
A GAME OH CAKTNCKaE FOR THE COIHMO[>ORE M'
wsAiL mm itii^
Jor*tMi eontToll*r r*qulr«d.
PMSBOI^
A <aAME OH CARTRJDQE FOR THE COMMODORE 64"
JoysMdi CDn(roll«f r*qulr«d.
THIS GAME IS ALSO AVAIIABL£ FOR THE VlC-fiO. THIS GAME IS ALSO AVAILAfll£ FOR THE VlC-20.
CREATIVE
SOFTWAI^E
A Division otASCi Inc
230 East Caribbean Drive
Sunnyvale, CA 94086
*Bas€d on survey of distributors and retailers.
Copyright 1983 by Creative Softv>/are. All nghts reserved
■VIC-20," "COMMODORE" and "COMMODORE 64"
ere trademarta of COMMODORE ELEaRONICS, LFD.
These Home Appli-
cation Programs
arc also available
for the VIC-20.
.The
Video Game Gazette
ALL THE NEWS THAT'S FIT TO PLAY
EXCLUSIVE
DOCTOR SnrSMOrPLAYING
VIDGAMES Win KILLYQU!
SHEBOYGAN UNIVERSITY— The medical
world was rocked last week when Dr. Nor-
man Goldchain presented his controver-
sial new theory— that NOT playing video games
can be hazardous to your health. "Hitler never
played videogames," Or. Goldchain said, "Neither
did Attila the Hun. And look what happened to
them! TUke any murderer, criminal or rapist in
history and you'll find one thing they all had in
(■ o m m o n — I h f y never
played video ^ames. This
is proof that NOT playing
video games is bad for
you."
Dr. Goldchain went on
to discuss the complete
lack of video gaming in
the lives of Lee Harvey
Oswald and Charles Man-
son, and the observation
that he has never run into
any PLO terrorists while
waiting in line at Pizza
Time Theater.
When his findings were
questioned by skeptical
reporters, Dr. Goldchain
provided graphic exam-
ples from his research;
"Twelve-year-old Timmy
Waters of Oak Falls, Ohio,
who was run down and
squashed flat by a mail DR. NORMAN GOLDCHAIN doing research.
truck while he was walk-
ing to school last May,
might be alive today if
he'd only played Frogger
often enough to have
sharpened his street-
crossing skills and
IHEY NEVER PLAYED VIDEO GAMES
MANSON: Doing life in prison
br mass murder.
HITLER: Dictator ond ruthless killer.
AMIN: He could have been playing
frogger.
reflexes. Then there's the
tragic case of seventeen-
year-old Wally Fishbein,
who fell off a ladder while
painting his parents'
house in Santa Monica,
California, and broke his
neck. Had Wally played
Donkey Kong just twice a
day for a mere two weeks,
he would have certainly
mastered the knack of
nimble ladder-climbing
and avoided such an
untimely death."
Dr. Goldchain is pres-
ently under observation
in Bellevue Hospital in
New York,
IS
The Video Game Gazette
IS THIS MAN A NUT CASE?
MICHIGAN -Used to be when you called
someone an "environmentalistrit meant they
were into trees, fresh air and trashing James
Watt. That is, until John Sassak invented the
Saker-One, a space game with "wrap-around
reality" for the pilot of this saucer that's
already flj^g high in a Michigan bar.
The ship bobs up and down on a 140 mph
column of air. Built-in lasers blast enemy
ships displayed on TV screens— all for two
bucks! A coin-op version should be out by
June, and other designers are developing
environmental games that wtII even accom-
modate multiple players.
ADAM BORN,SUPER MODULE DIES
The much-heralded Coleco Super
Game Module is dead. Instead, Coleco is
releasing their Adam computer, one of
which we will be giving away in the
next issue. But what about those Super
Games we heard about that had so much
more game play than the regular Coleco
games? They can all be played on
Adam . . .
Tiirbo: Now you drive to the .suburbs
Zaxxon: Two new asteroids
Gorf: Two new screens
Donkey Kong: Five screens, new
enemies, intermissions
Smurf: Now he fights snakes
16 VlDEXiGAMtS PLAYER
The Video Game Gazette
CARTS CAN BE
REPROGRAMiMED!
Even the best games
get boring, so Romox
is marketing a car-
tridge that can be
reprogrammed with
the new game of your
choice. This is possible
only with their patent-
pending "ECPC** (Edge
Connector Program-
mable Cartridge). Reg-
ular games use ROM
cartridges that can*t
be reprogrammed.
All youTl have to do
will be to visit the local
shop, trade your old
Romox cartridge for a
blank one and pop the
cart into one of nine
slots on the Romox ter-
minal. In less than a
minute, you've got a
new game, for only
$10. In addition to
lower prices, Romox
WILLITNEVEREND?
will be electronically
transmitting new
games to the 1300 "Pro-
gramming Terminals"
around the country, so
you won't have to wait
months for new games.
Games for Atari
VCS and all Atari com-
puters. Commodore's
64 and VIC-20, and the
TI 99/4A will be avail-
WAHGAMES OR MORE GAMES?
SEATTLE-"Nuke Salvador!"
these fiflh-graders inputted
after thinking they'd tapped
into a Pentagon computer ala
Wargames. Fortunately their
commands didn't get past the
Apple computer that the Paci-
fic Science Center has pro-
vided for students to try out.
The Center maintains 15
computers for this purpose,
and says student response has
been overwhelmingly posi-
tive. And though Brian and
Greg here didn't get to vapor-
ize Central America, they did
get their first lesson in com-
puter literacy
able in September.
Plans are being made
to provide cartridges
for Mattel, Oddysey
and other formats
upon agreements with
game publishers.
Romox anticipates
each terminal to even-
tually offer 500 games.
GAMES
INEVERY
FORMAT
The day is rapidly
approaching when we won't
have to say, "I want to buy
that game, but it doesn't fit
my system." In recent
months game manufacturers
iiave been releasing games in
multiple formats. For exam-
ple. Fox's Porky 's game is
available for VCS, ColecoVi-
sion,VlC-20, Atari 400/800,
and Texas Instruments. In
addition, hardware manu-
facturers are putting out
games for their competitors'
machines. Mattel has its M
Network, Odyssey is now
making games for ColecoVi-
slon and Atari fi200, and
even Atari has consented to
make hits like Pac-Man for
Apple, Commodore 64, VIC-
20, IBM, TRS-RO, and Texas
Instruments.
V
OHNOOOO!
HERE COMES
SLUGGO ATARI
TO Dm US
OUT OF BUSINESS!
iKt)BUVl»«0"
Here comes Aquarius II,
and Intellivision IV!
/'
ent Computer System . . .
It was a lot simpler last year. If you wanted a video game system, you either got an Atari
VCS or Matters Intellivision. The VCS had more hit games and cost $140. Intellivision was
running about S210 at the time, but it had better graphics. Odyssey- and Astrocade were a
distant third and fourth.
Then along came ColecoVision and the Atari 5200, which both had improved graphics,
bigger memory, better game play and licensed titles like Pac-Man, Donkey Kong, Defender
and Zaxxon. Mattel, which used to be number two, was left in the dust. The question was—
SUPERGRAPHICS
¥hHd Series Baseball
The Jetsons: Ways WHh Wards
would they roll over and die . . . or would
they stand up and fight back?
Inteliivision II
Intellivision II is not much different
from Intellivision, but it wa^in't meant to
be. It is a slimmed-down, higher-tech
looking unit that serves one main purpose
—to bring down the price of the Mattel
game system. Intellivision II has been
selling for as low as $99, with the choice
of getting as a rebate either an Intelli-
voice unit and a $5 discount on any game,
or a $50 rebate with the purchase of two
games. Either way, the actual cost of the
system, including rebates, is somewhere
between $20 and $60, even lower than
the Atari VCS.
There are a few improvements on the
original Intellivision. A red LCD light is
provided so it isn't so easy to leave the
unit on overnight accidentally. The cords
are longer and detachable, so you don't
have to send the whole system away to
get the controller fixed. And detachable
controllers open up the possibility of
other companies making "deluxe" con-
trollers. Fortunately, Mattel made all the
game cartridges for Intellivision and
Intellivision U compatible.
Most importantly, Intellivision II
owners have the option of purchasing the
System Changer, a device like the Coleco
Expansion Module #1, which allows you
to play Atari VCS cartridges. For the first
time. Atari games and Intellivision games
can be played on the same system.
M Network
When every company in the world was
starting up last year to make games for
the Atari VCS, Mattel jumped in, too. A
lot of those companies are gone now, but
Mattel has expanded M Network this
year. Now they are making computer
games. The first three games, compatible
with the Apple and IBM computers, will
be Night Stalker, Lock 'N' Chase, and
the arcade hit BurgerTime.
Far from abandoning the old Atari VCS,
this year M Network will release TVon
Deadly Discs, BurgerTime, Adven-
tures oftVon, Mission X, Star Strike,
Air Raiders, In Search of Che Golden
Skull, Advanced Dungeons and Dra-
gons, Rocky and BuIIwinkle, Masters
of the Universe, Kool-Aid Man, and
another recent arcade game, Bump 'N'
Jump. Mattel used to sit back and let
Atari, Coleco, and Parker Brothers sn?^
up all the hit arcade licenses. Now they
pursue them much more aggressively.
Intellivision Games
In addition to BurgerTime, owners of
Intellivision and Intellivision II will be
blessed with at least 16 new games in the
near future. Motocross will simulate the
breakneck world of motorcycle racing,
and you will even be able to design your
own race course. Vectron is a space game
which will pit you against some nasty
enemies— the Hungrees, the G-spheres,
the splits, the sweeps, and the prizums.
All-Star Major League Baseball is an
improved version of the highly acclaimed
Mnjor League Baseball from a few years
ago. In Ail-Star, you can kick up a cloud
of dust as you slide into third base. Other
Intellivision games will include Loco
Motion, Mission X, Buzz Bombers,
Thin Ice, Royal Dealer, Mystic Castle,
and Bump 'N' Jump. Our only com-
plaint is the lack of newer games for the
Intellivoice module. If you've got TVon
Solar Sailer, Bomb Squad, B-17
Bomber and Space Spartans, you've
got them all.
iO VmSO GAMES PLAyES
A Long Time Ago . . .
In a galaxy far, far away, it seemed,
George Plimpton promised thai we would
someday be able to turn our Intellivisions
into computers. Finally, that day has
come. The Intellivision Entertainment
Computer System is, essentially, two
peripherals that can be plugged into
either Intellivision or Intellivision 11 to
make them into more than just game
machines, y
The first fferipheral. the Intellivision
Computer Adaptor, plugs into the right
side of the Intellivision, It features built-
in BASIC program language, 2K RAM and
will expand the sound capability of Intel-
livision. With the Computer Adaptor, of
course, you get a keyboard. The 49 key
keyboard is laid out like a typewriter, but
the keys are more like those on a calcula-
tor, so they're really nut made for writing
long term papers. However, if you've
never touched a computer before, you can
learn many of the fundamentals on your
Intellivision.
Mattel is releasing some very simple
software programs to run on your Intel-
livision Computer. How can anybody be
threatened by titles like The Jetsons
Ways with Words, Number Jumble,
and The Flintstones Keyboard Fun? In
addition, you can learn BASIC with Mr.
BASIC Meets Bits 'N' Bytes and Pro-
gram Builder. Another program called
Game Factory lets you program your
"In World Series
Major League
Baseball, you can
program Fernando
Valenzuela to try
and strike out
Babe Ruth."
own games. You can choose from a Ubrary
of different characters or backgrounds,
and you can even plug in some of your
Intellivision games and borrow charac-
The other peripheral in the Entertain-
ment Computer System is the Intellivision
Music Synthesizer This is a 49 key piano-
type keyboard which must be purchased
separately and plugged into the Computer
Adaptor. With a Music T\itor or Melody
Blaster cartridge, you can learn to read
music, play the piatui, and even write
your own songs. Melody Blaster is
actually a variation of Astro-smash—
musical notes fall from the sky in the
pattern of popular songs and you have to
play the right keys to shoot them down.
Other peripherals, such as a Data
Recorder, Intellivision Printer, and Intel-
livision Program Expander (adds 32K
RAM and I2K ROM) will be available
shortly,
The AqaarittS Computer
Rather than turning your game system
into a computer, some of you may just
want to buy a real computer. For you,
Mattel has created Aquarius. When
Aquarius first came out, it caught a lot of
flak from people, mainly because of its
rinky-djnk keyboard. The keys were
calculator- type keys, and there wasn't
even a space bar. It might have been
useful for young children, but for every-
body else, forget it.
Fortunately, Mattel realized Aquarius
was a mistake, and now we have
Aquarius II. In addition to a full-stroke
typewriter keyboard, Aquarius II is more
powerful than Aquarius— 12K ROM and
20K RAM expandable to 64K. For those of
you who are interested in such things,
Aquarius 11 has a Z80A microprocessor,
built-in Microsoft BASIC, 16 colors. 320
X 192 resolution, 40 x 24 character dis-
play, upper and lower case letters, CP/M
capability. . . and even a space bar.
Naturally, the Aquarius is richly sup-
plied with peripherals. The Aquarius
Printer connects to the rear of the com-
CONTINUEI) ON PAGE S6
fHattet's Aquarius computer-it took a lot of flak for its "(olculator" keyboard. Aquarius M is coming at the end of the year, wHh more
memory and keys you can type on.
21
WHAT'S IN STORE FOR YOU?
AaiVISION
Decathlon, Space Shuttle,
Crackpots (VCS), Beamrider,
Worm Whomper, Dreadnaught
Factor (IN), River Raid.
Kaboom (4/8/12).
ADVENTURE
INTERNATIONAL
War, Labyrinth of Crete, TViad
(4/8/12). TYinnel Tferror, Curse
of Crowley Manor, Pirate
Adventure, TViad (AP).
AMIGA
Mogul Maniac, Surfs Up, Off
Your Rocker (VCS).
ATARI
Joust, Pole Position, Battle-
zone, Dig Dug, Moon Patrol
(VCS & 5200). Jungle Hunt. Ms.
Pac-Man, Road Runner, Goofy,
Xevious, Baseball. Berzerk,
Pengo, Tempest, Robotron
(5200). Cookie Monster, Alpha
Beam, Big Bird, Dumbo Flying
Circus, Miss Piggy Wedding,
Pigs in Space, Charlie Brown,
Sorcerer's Apprentice, Krull,
Snow White, Dumbo (VCS).
AVALONHILL
London Blitz, Death TVap, Wall
Ball (VCS). Runnequest, Dra-
gon Pass, Elric.
BRODERBUND
Lode Runner, Drol, Spare
Change (AP). Cargo Bay
(4/8/12). Solo (VCS). Sky Blazer
(VCS & VIC). Choplifter, Ser-
pentine (5200 & 64). A.E.
(VIC). Seafox (VIC & 64).
David's Midnight Magic (64).
CBSELEaRONICS
T^rg, Kickman, l\innel Runner
(VCS). K-Razy Antics, K-Star
Patrol (VIC). Wizard of Wor.
Gorf (5200 & IN). Wings.
Domino Man, Madden Football
(5200, IN, COL, 4/8/12). Solar
Fox (IN, 4/8/12, 5200). Blue-
Print (5200, IN, 4/8/12). Moun-
tain King (VCS, 5200, COL). K-
Razy Shootout (5200). Omega
Race (5200, VCS, IN, 4/8/12).
Satan's Hollow (5200, 4/8/12).
COLECO
Time Pilot, T^rzan, Wild West-
ern, Front Line, Subroc,
Destruction Derby.
COMMAVID
Rush Hour. Stronghold (VCS).
CREATIVE SOFTWARE
Save New York (64). Mutants in
Subway. Rat Hotel, Pipes (VIC).
DATAMOST
Conquering Worlds, New
Human Fly. Ardy the Aardvark,
Space Ark, Cavern Creatures,
The Biletoads, Snowbound
(AP). Cosmic TVmnels, Wiz N
Roo, Mail Boy, Night Raiders
(4/8/12). Topsee l\irvee, Jet
Boot Jack, Paint Wizard (64 &
4/8/12). Monster Smash (64,
AP, 4/8/12). Venus Voyager
(64). Roundabout (VIC, AP,
4/8/12).
DATASOFT
Moon Shuttle, O'Riley's Mine j
(4/8/12). Dallas, Pooyan
(4/8/12, TRS,AP, VIC, 64). Zax- |
xon (AP).
ELECTRONIC ARTS ,
Hard Hat Mack, Axis Assassin
(AP). Archon, M.U.L.E.,
Worms? (4/8/12).
EPYX
SWAT Rescue, Gateway to
Ap.shai, Lunar Outpost, Pit-
Stop, Rom's Revenge, Silicon
Warrior, Jumpman Junior,
Seawolf II, Gun Fight, Circus,
Spectar, Fire One, Star Fire, Oil
Barons, Dragonridersof Pern.
FIRST STAR
Soap Suds (VCS). Rent Wars,
Flip Flop (4/8/12 & 5200). Bris-
tles (4/8/12, AP, VIC, 5200).
FOX
Porky's, Mash II, Fall Guy
(VCS. VIC, COL, TI, 4/8/12).
GAMESTAR
Star League Biseball, Adven-
tures of Dutch Dugan (4/8/12).
GCE
Pole Position, Star Castle, Bat-
ter Up, Dark Tbwer (VEC).
IMAGIC
Beezer (IN). Tarantula, Solar
Storm, Hop lb It (VCS). Fathom
(VCS, COL, VIC, 4/8/12, IN).
Moonsweeper (VCS, VIC,
4/8/12, IN, COL). Nova Blast
(VCS, IN, COL, 4/8/12. VIC).
Flap (VIC, IN, 4/8/12).
INFOCOM
Suspended (AP). Enchanter,
Planetfall.
KONAMI
Pooyan, Strategy X, Scramble,
Marine Wars (VCS).
MAHEL
Kool-Aid Man, Bump 'N' Jump,
Masters of Universe (IN, VCS).
Vectron. Motocross, Rocky and
Bullwinkle (IN). Mission X,
Loco Motion (VCS). Burgertime
(AP, IBM. IN, VCS). Night
Stalker (IBM, AP).
ODYSSEY
Adventures of the Pink Panther
(VCS & COL). Power Lords
(VCS, COL, ODY). Cavern
(COL).
PARKER BROTHERS
Q'Bert (VCS, 4/8/12, VIC,
5200, 64). AstroChase (VCS).
Popeye, Risk, Chess (4/8/12).
Super Cobra (VCS, 4/S/I2).
TUtankham (VIC). Frogger (VIC
& 4/8/12).
PENGUIN
Pie Man, Crime Wave, Spy's
Demise, 'fi-an.sylvanja, Thun-
derbombs(AP).
ROKLAN
Castle Hassle, Rockbali, Eyes,
Da' Fuzz, Lifespan (4/8/12).
ROMOX
'Hixi, Sea Chase, Waterworks,
Tbpper, Starion (4/8/12). Hen
Pecked, Ant Eater (TI).
Princess and Frog (TI & VIC).
SEGA
Congo Bongo, Buck Rogers,
Star Trek (VCS, 5200, VIC,
4/8/12, TI). Thunderground
(VCS).
SIRIUS
Ozzie Ozone, Wayout, Shadow
Scorcher (64). Critical Mass,
Gruds In Space (AP). Cineman,
Wavy Navy, Alpha Shield, Cap-
ture the Flag (4/8/12). Fast
Eddie, Snake Byte, 1\irmoil
(VIC & 64). Final Orbit, Spider
City (VIC, 4/8/12). Squish 'Em,
Repton (VIC, 64, 4/8/12). Buz-
zard Bait (AP & IBM). Plasma-
nia (AP & VIC). Type Attack
(4/8/12 & VIC).
SIERRAON-LINE
Jawbreaker (4/8/12). Golf,
Mouskattack (IBM).
SPECTRAVIDEO
Frantic Freddy, Armored
Assault, Spectron, Super Cross
Force, Renegade, Space
Swarm, Frogger, Quest for Tires
(SPEC).
SPINNAKER
Alphabet 200, Cosmic Life,
Delta Drawing, Delta Music,
Facemake, Up for Grabs (4/8/12
&64).
STARPATH
Rabbit Transit, Sweat, Survival
Island, Party Mix, Sword of
Saros (VCS). Dragonstomper,
Escape from Mindma-ster (COL,
4/8/12). Phaser Patrol (COL).
SYNAPSE
Protector II, Picnic Paranoia,
Pharoah's Curse, Shadow
World, Dimension X, Blue Max
(4/8/12). Astro Patrol, Squeeze,
Salmon Run (VIC). Fori Apoca-
lypse, Survivor (64). Shamus
(64, AP, TRS). Drelbs (4/8/12 &
64).
TELESYS
The Impossible Game (VCS).
THORN EMI
Ore Attack, River Rescue
(4/8/12). 4th Encounter, Sub
Commander (VIC). War Games
(VIC, 4/8/12, TI).
TIGERVISION
Miner 2049er (VCS). Polaris
(VCS, 4/8/12, VIC, TI).
TRONIX
Deadly Skies, Gold Fever, Scor-
pion (VIC). Juice (4/8/12, 64).
UMI
Pennant Drive, Word Feud,
Grand Master, Fuego (VIC &
64).
VCS = Atari VCS, IN = lnlellivliion,
5200 = Atori 5200, 4/8/12 = Alari
400/800/1200 compuiets, COl = Col-
ecoVUion, GEM = Coleco Gemini,
VIC = Commodore VIC-20, 64 = Corn-
modore 64, AP=Apple II, TRS=Radio
Shack TRS-80, TI = Te>!os Insrrumetits TI
99/4A, VEC = \fecttei(, IBM=IBM PC,
ODY = Odyssey2, SPEC = Spectravideo
computer.
a V{DR) GAMES PLATER
AlARnilTRODUCES
JUNGIE HUIIT>^'*>'>**foo
WITH THE
• II
ATARTSAFJIRI SWEEPSTAKES
Get ready for adventure!
Now you can bring home the excitement of
JUNGLE HUNT and KANGAROO!*" two
of the wildest games to ev^ hit the arcades,
and enter the $100,000 ATARI SAFARI
SWEEPSTAKES.
OFFICIAL RULES:
t NOPURCHASE NECESSAHYTO ENTER, Simply sefida
compleied entry blank c>r3"i5"car(l wilhyout lull name and
address lo ATARI SAFARI SWEEPSTAKES. PO Box 22. New
York. NV 10046 Additional entry blanks avarlable al parlici-
paling dealets
2 Send as many entries as you like, one enlry per envelope
Enities must De received By SeptemDer IS. 1963
3 Winners will Ce selected in random drawings conOucled
tjy Warden. Kane. Inc . an independeni ludgrng organiialion
wiiosedecisionsaretinal Allpn/eswiiibeawatded Onlyorie
prize pef lamily Thefe are no pnze subslitulions ocfrriitted,
not ace 'he prizes Iransleiable Taxes on piiies are the sole
reSDOnsiDilily ol winners Odds ol winning depend on Ihe
numtjef of entries received Pruewinners may be required to
sign an allidavn ot eligibility and release which must be re-
turned within lourteen (14] JaysaHer being notitied Ol winning
Winners grant permission to use Iheir name. City and state
and/or pholograph loi pubiicalion in connection with this
sweepstakes and similar promotions without addilional
compensation
4 The Grand Pnze ot a Iwo-we^ vacation for lour to Alnca
or Australia includes coach air liansponal<on Irom airpon
closest 10 winners home hotel accommodations lor l3 nights
and $2,000 total cash lor meals and spending money In the
event a minor wmsihe trip, it will beawarOed to his/ tier parent
or l^al guardian.
5 Sweepslakes open only lo U 5. residents except employ-
ees (and their tamiliesl of Warner Communications, Inc , its
advertising agencies, subsidiaries or altiliates, or Marden-
Kane, Inc Eweepsiat^es sobiecito all Federal, State and local
regulations Void where proliitjited or restricted by law
6 For a hstot winners, send a stamped sell- addressed er>ve-
lope 10. Winners List ATARI SAFARI SWEEPSTAKES. P O.
Box 145. New York, NY 10046
C'19B3 ATARI. INC AJI Rigfiis Reserved
GRAND PRIZE!
Win a camera safari for four to your
choice of Africa or Australia.
1ST PRIZE:
Win one of 100 ATARI SAFARI
camera kits, including a CANON AE-1
35mm camera. 50mm and 135mm lenses
an automatic flash unit and custom
carrying bag.
2ND PRIZE:
Win one of 1000
ATARI SAFARI Big Game
Vtetches by Novus.
3RD PRIZE:
Win one of 5000 ATARI
SAFARI duffle bags.
hlame_
Address.
City
19B3 ATARI. INC. All Righls Reserved
vot^iliA J |idJuo^,«^ ■f'O ^ u' Tdico AmflricJi Cixt^f ^1^1" 1^^
JLINGLE HUNT and KANGAROO
illiMe fcK botn Ihe
ATARI »00" ind 5200" 9Bni« aytfama
THI SIOOOOO ATARf SAFARI
SWHPSTAKIS INTRY BIANK
SEND COMPLETED ENTRY TO: ATARI SAFARI SWEEPSTAKES
RO. Box 22. New York, NY 10046
Entries must be received by September 15, 1983 to be
eligible for the sweepstakes drawing.
T^DOijaid under
«
mMSTHArAUEN!
Know the enemy! These words are as true in video games
as they are in nuUtary waif are. Can you name the games
represented by the creeps on this page? Write them all down
on a numbered sheet of paper and send them to us. You may
be the winner!
'«( 94 «( f4 «( «(
iffi (^ (^ fffi (^ fit
■ tuJ tuJ IjuJ tuJ UaI tuJ
jC X 5C jC X jC
|23tft
WIN AN MmisMN CARTWHse umum!
g Here's my entry! The attached sheet
proves I know the enemy better than
Miybody.
Send Uj: Video CJames Player, 888 ?lii At*.,
Nni'York,NYW}06
Name
Address
City
State
-Zip
KINt HKINT: THe Activi.-.ii>ii Rsmw are Citlall. Ihiippet ("mmand,
StirmasHT, Meganuuiia. Kiboiim, let Hwcke), Hivflr Haid. Seaiiuesi.
Mpiiter Fighiff. Keysione KBpers, Dolphin. Rrduro It iherp l^ muin
Lhar iiiK TOiTWl rnlry. we wdl randnmly ehoasr cue o( Ihrm Thii
nmtestiivuidwhfKpruhibicedby law. sudoniKiveusahardtiine
about il , okiyV
SWAP SHOP
Do you have some old games or
equipment that you're tired of? Do
you want to sell them or trade them
for something else? The Swap Shop
is a free (no catches, no strings
attached, no ripoffs) service to our
readers.
tJnique swap deal. The foliowinf? VCS
cartridges for sale or trade: E.T.,
Demon Attack. Combat. Defender,
Spiderman, andGorf. flamwl wantin
return: Centipede, M Network Base-
ball, Phoenix and Miner 2049er.
Ricky Foster. 1753 Redwood Awe.,
Hanover Park, lllinujs6U103.
Selling games for the Atari 2600 and the
Commodore VIC-20 computer. For the
2600-BowUng. For the VIC-Mission
Impossible, Best ofTer accepted. Mr.
Dan Wiihelm. 400 West Baseline *313,
Tfempe, Arizona 82583.
Intolliviston games Tor sale or trade.
Astrosmash and Utopia. Best ofTer.
Bobby Forte, 10 OrohardSt,, Millbury,
MassachussetLs 01527.
I want to sell my Intellivision along with
II canridges. a few of which are: Tton
Deadly Discs, TVon Maze- A-TVon ,
Dungeons and Dragons and Night
SUlker. S2O0 or best offer for the
whole package. John Kolesar, 1996 N.
Lafox, South Elgin, Illinois 60177,
Cartridges for the Astrocade system for
sale. Bally Basic, Galactic Invasion,
Pinball and six other Rame-s. Best price,
also, 1 have an Astnirade .system which
is broken if anybody want; to make me
mi offer for it. J, A. Armstrong, 104
South Roby Drive, Anderson, Indiana
46012.
I am selling my entire 40 cartridge Atari
VCS game library. You can buy it all or in
pieces. Also, my VCS is for sale. It is fine
for paddle games, but slightly defective
for joystick games on the left controller
Best offer. Eugene Grandy. 2706 West
33rd St., Brooklyn, New York 11224.
Selling cartridges for Atari, t>)leco and
Intellivi-sion Lowe-st prices around.
Send 50 cents for my catalogue. Also
looking to hoy used cartridges for Atari ,
Coleco and Intellivision, All titles,
Andrew Pachnik, 17163 Strasburg.
Detroit. Michigan 48205.
Atari games for sale or trade, best offer
Street Racer, Flag Capture,
Breakout, Yar's Revenge, Adven-
ture, Space Invaders, Benerk, Star
Ship, Missile Command, t will listen
to all trade possibilities. Keith Kugell.
Box9, Oxford. Maine 04270,
Cla.s.sic VCS games for swap. Pac-Man,
Kaboom, Frogger and Asteroids.
IVade fur any possibles, especially Cen-
tipede and Ms. Pac-Man. Will listen to
any offers, Jim Murphy, 323 Tbftrees
Ave., State College, Pennsylvania
16801.
Anybiidy want my Combat? I don't
know why anyliody wiiuld. hot I just
thouuhl I'd a.sk. Liioking t^i buy, cheap;
Frogger, Star Raiders, Cosmic Arc,
Planet Control, Vanguard, Berzerk.
Bill Anderson, 150 Norman Rd.,
Newark. New Jersey 07106.
I'm selling these games 1 designed for
the Atari 400/800 aimpuier. Wall War
is a disc for S29,05. Mr. Cool is a
cartridge, price not fixed yet. Also
available from Sierra On-Line. Peter
Oliphant, 4405 The Strand. Apt. A,
Manhattan Beach, California 90266,
For sale. Twenty Atari cartridges and
ten lntelIivi,';ion cartridges. Dennis
Rangel, 3718 Huldosa, Dallas, Tfexas
75228.
Cames for the Intellivision for sale:
Soccer and Astrosinash. £1!^ each.
Al-so looking to purchase other games
for Intellivision and ColecoVislon. Get
in Uiuch. Peter (fade. 209 Cflmly Road,
Apt. F-23. Lincoln Park, New Jersey
07035.
1 want to sell: Space Jockey by D.S
Games. It will be a collector's item some
day. 1 want to buy : Rip-OfT for Vectrex
Gary Gonzalez. 12019 Rose Ave., Los
Angeles, California 90066.
For -sale, at best ofTer Atari VCS
cartridges- Haunted House and Pac-
Man. Also, if there is anybody out there
who wants to sell some good games for
the Ttxas Instruments 99 4/A, please
get in touch with me. Hepburn Stro-
man. 843 Law Lane, Mount Pleasant.
South Carolina 29464.
Numerous Intellivision cartridges for
sale or swap. Astrosmash, Tron
Deadly Disc, Night Stalker, Football,
TVon Mase-A-TVon, Advanced Dun-
geons and Dragons, Donkey Kong,
Sea Battle, Beauty and the Beast,
Space Spartans and some othen. 1 am
interested in getting Swords and Ser-
pents, Microsurgeon, Atlantas,
IVuckin' and Dracula, .lames C.
Hemandra, lOOfi Magnolia Ave,, Pla-
centia, CaUfornia 92670.
Starpath Supercharger for sale. Used,
but like new. S20. Rick S Butler, 4559
Capitol Reef Ct-, .San Jose. California
9.51^6.
ColecuVision owners! Want to buy my
Cosmic Avenger cart? In retuni, I am
inUTPsled in buying olher Culet'o Vision
game*, especially the newer releases,
Brett Lawler, 4070 Franks Drive,
Hicker, Georgia 30(184-
I just bought an Atari 5200 and am
kN)king for games for it. Also I am sell-
ing my Golf cartridge for the 2600,
Brian Emrisko, 116 Patti Drive, St,
Clairsville, Ohio 43950.
How would you liVe to own Freeway,
Surround, Superman, Frogger and
Atlantis!' Write me, I am interested in
swapping these for .some of your games.
All others considered. Edward Thomas
Robinson, 20 Osborne Ave., Reading,
Massachusetts 01867.
1 am interested in buying used
cartridges for the Coleco-Visior system ,
especially Gorf and Pepper II. Do you
have any you want to part with? Greg
Smith, 601 South Ea,st 68th Street,
Omaha, Nebra.-Aa 68106,
If yau would like to place a
f^ee ad in the Swap Shop,
send your ad along with
your name and address to:
Swap Shop, Video Games
Player, 888 7th Ave., New
York, NY 10106. We will
print as many ads as fit
the page. We accept no
responsibility after an ad
is published.
'it's a deal. I'll trade yov my bob/ brofher for your Enduro cortridge/'
£6 VIDEO GAMES PLATER
star League Baseball.
it Makes Dreams Come TVue
On The Atari 400/800/1 200XL
And Commodore 64.
It youVe ever dreamed of becoming a major
leaguer, your dream has just come true. Introduc-
ing STAR LEAGUE" BASEBALL by
GAMESTAR, For the Atari"^ Home Computers
and Commodore 64."'
STAR LEAGUE" BASEBALL brings home all
the realistic action and strategy of our national
pastime. For starters, it offers the most lifelike
animation ever seen in a sports game, from the
wind-up and delivery of the pitcher to the arc (and
shadow) of a fly ball!
STAR LEAGUE'" BASEBALL lets you choose
your starting team and pitcher. You can even bring
in a "knuckleball" throwing reliever when your
starter "tires!"
And, of course, STAR LEAGUE'" BASEBALL
lets you play solitaire against a hard-hitting com-
puter team or a human opponent. All to the excit-
ing sounds of real baseball, from the crack of the
bat to the cheer of the crowd!
Ask for STAR LEAGUE'" BASEBALL by
GAMESTAR at your nearest Atari* or Com-
modore dealer today and make your major
league dream come true. Or write: GAMESTAR
INC., 1302 State Street, Santa Barbara, CA 93101
(805) 963-3487 for our free catalog and Tips for
Stars #2 (for STARBOWL" FOOTBALL owners).
WE BRING SPORTS ALIVE.
e 19a3. GAMESTAR, INC.
J*U RIGHTS RESERVED
Awn and 400/800'iZOOXL are lodomarts o( A»n, Inc
CotnnodOiV 64 IS a Iradema'ti o< Commodore Business Machines. Inc
^ // ^ y A A
o
n
-/^
Illegal ripoff games have infested the arcades ... and YOU may be playing them
By Michael Blanchet
OBODY MAKES A MONKEY OUT OF ME!" THE
V J /-■ o I
of my best players with it!"
This was the kind of case I lived for. I patted the
bulging .357 magnum under my trenchcoat and smiled
thinly. "Vn fake my buddies
Smith and Wesson along
for insurance/'
The LA, fog rolled in like
a wave of Galax ian
cruisers as I gunned the
Ford down La Cienega Bou-
levard, The address he'd
given me turned out to be a
rundown warehouse on the
bad side of town, I crushed
a Lucky Strike under my
heel and cased the joint.
Peering in a wmdow, I
spied a sleazy dvtfarf
screaming on the phone, I
slapped an ultra-sonic bug
on the window, popped in
the earplug and listened in,
"You kiddin'?" he said, "I
got new Pac-Mans for
$1200/" I knew those
games cost over f^o
grand, so the dwarf had
to be dealing ripoff mer-
chandise,
''You've ripped off your
last game, dv^arfl" I yelled
as I kicked open the door
and threw aown on him
with my rod. He just
laughed, and I didn't know
^hy until the blackjack hit
me from behind and the
lights w^ent out.
f finally came to and
found myself tied up in
back, surrounded by empty
crates marked "Taiwan to
USA— 3rd Class," In the cor-
ner, a stooge was attaching
a Congorilla sign on a
game, "Dump this nerd in a
crate and drop it in the
bay," the dvfarf cackled,
crushing my good joystick
hand unaerfoot as he
walked past,
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Video Gante Detectives
The names have been changed to protect
the innocent, but this is only a slightly
twisted version of the latest case of an
investigator who specializes as a "Video
Giunes Detective," hiring himself out to
arcade owners, video game cnmpani^ and
independent software compani^.
Like hundreds of other distributors across
the countTy, "the dwarf' dealt in bootleg
CHAOftCTEH NlCKHftr-f
^ MACHIBOSC- "Pint-
KIHAGURE- "AOSUKE
*$ UTUBOKE GUZl'
Sotice that "Ncwpuc 1 "has three tunnels on each fiide instead of V&c-tAaj\ 's two. The
ripoff also has Japanese nicknames. Bull Prog in a near-perfect Frogger ripoff. The
NauRhiy Boy ripttfT actually heat the legitimate Naughty Boy into the arcades!
games— illegal c^ies of machines designed
and manufactured by other firms. Crooks
like these usually display some legitimate
games in their showrooms as a front, but
rarely sell anything but ripoffs. Sal was
raking in the bucks by selling what he felt
were identical machines for a lot less than
distributors selling the real games. But he
was bre^iking the law, and you're one of his
victims, too.
Video games can be copied as easily as
records and movies. All you need Is the
right equipment. Or the right connections.
"The dwarf' wasn't copying the games
himself. He merely bought the logic bitards
from an electronics company in Thiwan.
Each board a)ntained a program similar to
the one in a popular video game. Then he
installed the boards in wooden cabinets
along with a monitor and a power supply.
These c^inets are then painted and given
names. Tb avoid being too obvioas, Pac-
Man, for example, was changed to Puck-
Man . If a customer asks, the ripoff explains
that Pac-Man and Puck-Man are different
for one reason or another. But you aren't
buying a first-rale machine. You're getting
a copy and a bad one at that. Likewise,
anyone who plays the game won 't get his or
her quarter's worth.
Where do bootleg games come from?
Excfpt for tiie garage (>pi?rations that copy
only a handful of games, most high volume
bootleg fact*jries are located overseas. For
the private distributor, exportation is the
cheapest way to do business. Labfir is inex-
pensive and, most importantly, there are no
copyright laws protecting video game
software in the Far East. The finished cir-
cuit boards are then shipped stateside—
where jerks like "the dwarf" put them in
cabinets and peddle them off as the real
thing.
Making a Ripoff
The games are so cheap because of
several factors. The logic boards are copied,
for starters. No game designers to pay, no
research and development costs (potentially
the most expensive part of the manufac-
turing process). Secondly, the materials
used in the actual construction of the
machine are of poor quality. Flimsy ply-
w(K)d cabinets, possibly used ab-eady, are
substituted for strong particle board cabi-
nets.
Comers are also cut with the game con-
trollers. This is where the player can detect
30 VIDEO GA.VESPLAyeR
a fake from the real McCoy. In an Italian-
made copy of Centipede, for example, a
joystick was used instead of a trackball.
Why? It's cheaper, of course. 1 asked one
bootleg dealer about the joystick on the
game that was supposed to be Centipede
(the name on the top said Bug Blaster) and
he said the stick worked better than the
trackball. 1 played the game and was sur-
prised that it looked like the real thing. The
joystick, though, only moved in four direc-
tions. Furthermore, there was only one
firing button instead of two, so Bug Blaster
was almost unplayable by left-handed peo-
ple, lb top it off, the rapid-fire feature had
been deleted because, according to this
crook, the original Centipede was too easy.
Who would want to play a game like that
ripoff?
Bootlegs — Low Scores
Whether we realize it or not, most of us
have probably played a iKMitleg game at one
time or another Becaase of the chc^^i c(jn-
struction, bootlegs don't respond as well as
a legitimaU', well-constructed game.
Since pirated game« are illegal, you're
not likely to find them in big arcades or
other high-traffic areas. Operators (that's
the machine's owner) generally place them
in offbeat locations such as small corner
delis, pixzerias, movie theatres, conven-
ience stores and gas statk>ns. Anyplace you
wouldn't expect to find a video game is a
goo<i spot for a bootleg game.
The actual copying can be done a number
of ways. The most popular method involves
using a machine called an EPROM Duplica-
tor. After acquiring an authentic logic
board, the pirate must remove each of the
intei^ted circuits. Each IC is about half the
size of a book of matches. The game pro-
gram, or computer code, has been
"burned" into each of the ICs, These half
dozen or so wafer-thin bits of plastic and
metal are the heart of the video game. They
determine what you see, what you do, how
many lives you get and so forth.
The programmed IC is then plugged into
the duplicator, along with a blank. When
the duplicator is switched on, the informa-
tion contained in the programmed chip is
burned into the blank. Once a complete set
of ICs has been made, the pirate refers to a
schematic that tells him how to build the
rest of the lo^c board. Once the chips are
plugged back into the completed circuit
board the copy artist has a duplicate of the
original— a clone. In an attempt to avoid
^y legal trouble, the pirate may make
some minute changes in the attract mode,
the game title or the game characters.
What does all this mean to you, the
player? Let's look at it in another light.
Suppose you want a copy of the new Bruce
Springsteen album but you don't have the
money to buy it. Your best friend already
has it so you ask to borrow it. You take it
home and record it ofTyour stereo, For the
price of a blank cassette, you now have a
perfect copy You return the record to your
friend and everyone's happy— your buddy
has his album and you have your tape.
But what about Springsteen? Since you
copied his record instead of buying it, "The
Boss" has lost out on a royalty that he is
legally due. The record store has last a sale.
Sure , your one ta^w isn 't going l^) cause Wall
Street to collapse— but what would happen
if 100,OCIO or maybe a million people copied
that one record? The record store would
certainly go out of business. Bnice Spring-
steen would also have to find another job
because songwriting would no longer be
profitable.
'7he Centipede ripoff
istaWed Bug
Blaster. It has
no trackball, no
rapid fire, and just
one fire button."
On another note, let's say someone
bought Bruce's album and copied it— but
instead of using ta^, he pressed a bootleg
record. How would you feel about buying a
fake for eight or ten bucks? It's not first
quality and certainly doesn't sound as good
as your friend's copy Now you're unhappy,
and Bruce has missed out again . Legitimate
video game makers face a similar problem.
According to industry spokespet)ple, fif-
teen to twenty percent of a game's cost goes
back into research and development. R and
D, as it hi called, Ls the process of designing
new games. Pirates don't invest in new
ide^— they steal them. Their profits go into
their pockets and stay there. Unless pirates
are stopped, companies such as Midway,
Atari, Sega, Williams and Nintendo may
not have the money to develop tomorrow's
games— the games you'll waiU to play. D
HOW TO SPOT A RfPOFF
Bootlegs are mjunly placed well off
the beaten path— a corner store,
highway rest-stop or any other place an
FBI agent wouldn't reidily check out.
But don't be surprised to find one in
your local arcade. Some copies are so
good even the game room owner may
have been fooled. Here's what to look
for:
1. The manufactiu^r's emblem some-
where on the machine. It can be found
on the control panel, the screen or the
marquee (the part of the machine that
sticks out over the screen.) If you don't
see one, watch the attract mode (when
the game is playing itself). M(wt games
have the maker's name displayed on the
bottom of the screen, along with a copy-
right date.
2. Check out the name of the game
and the cabinet artworit. If the name is
misspelled or changed to sound like the
original title (Pac-Man U) Pack-Man)
it's probably a copy The c^inets of
most ripoffs are one color with little or
no artwork. Lately I've noticed quite a
few covered with wood-grain contact
paper.
3. Game instructions, usually printed
right on the screen. If they're missing or
otherwise jumbled up, chances are the
game was copied. Certain ma<;hines
manufactured entirely overseas carry
two sets— one in the native tongue, the
other in terribly translated English.
4. The control panel c^n be a dead
giveaway in most cases. Most bootleg
games have been converted more than
once. Thus many holes have to be drilled
to accomodate the different joysticks
and buttons necessary for various
games. Look for open holes on the con-
trol panel.
Here are names of some ctypies:
Defender: Mayday, Defense Com-
mand, Depender, Defenders, Mutant
Attack, Baiter Attack, Humanoid Res-
cue
Pac-Man: Pack-Man, Puck-Man,
Speedy, Cruiser. Gobbler, New Puc, Pak-
Man, Pirahna, Cruncher. Bucaneer,
Barracuda, Mighty Mouth, Pop Man,
Eager Eater, Munch Man
Centipede: Bug Blaster, Worm War,
Buggy, Centipedes. Bug Attack
Ms. Pac-Man: Mrs. Pac-Man, Ms.
Pac-10, Pac-3, Pac-4
Donkey Kong: Crazy Kong, Con-
gorilla, King Kong
Frogger: Frog, Hopperty, Fro^
SI
Magic Alex
^^ J Alex Leavens designed Gorf, Crazy Climber, and Stargimner.
He also levitates his wife. ByDanGutman
VGP: You're probably the only video game designer who also does magic.
AL: Actually, I know at least two other designers who do magic. There seems to be some creative
link between the two professions. I think it's a need to blow people's minds. A magician wants to
pull you into his httle reality, do something impossible, and leave you amazed. A designer wants to
do the same thing.
VGP: What kind of tricks do you do?
AL: Mostly sleight-of-hand tricks— card tricks, coin tricks. I started when I saw Doug Henning in
The Magic Show when I was 12. The trick in the photo is when 1 levitate a test tube and make the
cork pop out into your hand. You can be
standing two feet away, and you won 't be
able to figure out how I do it.
VGP: So how do you do it?
AL: I'm not teUingl
VGP: Then how about telling us about
your latest games?
AL: Sure. I've got two coming out. 77it'
Impossible Game is an Atari VCS game by
Telesys, who I designed Stargunner for.
It's a puzzle game, sort of like Rubik's
Cube. You don't blow anything up and
nobody gets hurl— it's strictly a mental
challenge.
VGP: How did it come about?
AL: They called me and said, "Design a
puzzle game. We'll call it ' The Impossible
Game! "
VGP: Is it impossible?
AL; Just about. If you take the number
eight and raise it to the 21st power, that is
the total possible number of pioves in the
3! VIDEO CiMESPLMER
game. Out of all that, there is just one
correct path.
VGP: Has anybody solved it yet?
AL: No, but if you do, something very
.spectacular happens, both visually and
auditorallv.
VGP: What is it?
AL: I'm not telling^
VGP: Then tell us about the other game.
AL: That's Soap Suds, another VCS game
by First Star Software. It's kind of Q'-
Bertesque. You run around a rectangular
grid while this big soap bubble is chasing
you.
VGP: How close is it to i^'fiert?
AL: It's the same type of game, it's not
the same game. Just like Pac-Man opened
up the field of maze games, the people
who designed Q*Bert opened up a new
area of game play— attempting to change
things while being hunted. Actually, Soap
Suds started out as The Emphysema
Game— you were a pair of lungs trying to
avoid a heart attack . A lot of people liked
that idea, but a lot were grossed out by it
too.
VGP: You seem to like oddhall games.
AL: Yeah. 6'o/fand5(a;xuw^f^were both
real adrenaline games. Basically you
could pick them up and flail on them—
just shoot everything in sight. On games
like those, you've got to disconnect your
synapses and just make a straight linkup
between your eyes and your hands— take
your brain entirely out of the circuit, you
know? You have to make yourself into a
reflex machine. The same goes for a game
like Kaboom, hy Activision. But every
once in a while you want to work on an
off-the-wall, goofball game. I've done
three of them— Crazy Climber, Kickman,
and Bouncing Baby Monkeys,
VGP: Tell us about them.
AL: Well, two of them may never exist. I
designed Kickman for Midway a few years
ago when they were thinking of entering
the home game market. {Ed. note: A ver-
sion ofKiekman iscomingfrom CBS Elec-
tronics). Bouncing Baby Monkeys was
based on an old Bugs Bunny cartoon. It's
about this drunken stork that delivers
Bugs to a gorilia family, thinking he is
their baby.
VGP: Take Pitfall, a game that is known
for its graphics. If they were to take away
some of the graphics, what could they
have added to the game play?
AL: Well, this is second guessing, but if
I'd sacrificed some of the graphics I could
have, let's see, maybe put in animals
instead of just roiling barrels. Maybe
you'd be able to go up the trees. It's hard
to say. But i 'd say Pitfall is a good balance
between graphics and game play.
VGP: Vou design games for several com-
panies. Do they ever ask you to change
the graphics or game play of a game?
AL: Sure. I was asked to put additional
character sets into Stargunner. That was
an intelligent choice. Sometimes a
designer is too close to the game to see
what should be improved.
VGP: What did you have originally?
AL: I just had the flying saucers and I was
flat out of memory. 1 was at 4K, totally
jammed, and they asked for two more
character sets. I went, "OhhhhhbM"
"fcaffedftr/ie
Emphysema Game.
You were a lung
trying fo avoid
a heart attack/'
VGP: How did you squeeze them in?
AL: 1 used a sledgehammer. I code com-
pressed. There are literally hundreds of
ways of finding a byte or two bytes. You
see, when you start working on the game
you don't always consider total effi-
ciency. Then you get to the end and
you're scrambling around for a couple of
bytes. You can usually go back through
your old code and kind of bludgeon it-
bludgeon out an extra ten or twenty
bytes. ! managed to get 110 bytes out of
Stargunner, so I could fit the other
character sets in.
VGP; And that really improved the game.
Have you ever received any stupid
requests from companies?
AL: Oh, sure. There was this one com-
pany who shall remain nameless that
asked me to design a maze game for them.
I said okay, sure, and I went away and
programmed it. I came back and they
looked at it and said, "Oh, no, no, no. We
wanted narrower pathways and we
wanted power pills and..." Ail they
wanted was someone to give them a Pac-
Man ripoff .
VGP: Alex, have we pushed the Atari
VCS as far as it can go?
AL: I don't think so. There are a lot of
programmers who are under the impres-
sion that you car only support so many
objects on a scan line because you only
have so many cycles to draw something
on the TV. 1 agreed with that thinking,
but recently I've worked out a way of
supporting more objects that 1 thought
possible.
VGP: How do you do that?
AL: Well, I don't want to talk about it a
whole lot, but it's strictly a programming
trick, a way of writing code most effi-
ciently that will fit into the given time
you have to draw a scan line. You have 76
cycles and this is a fixed constant. You
can't do anything about the time, so what
you have to do is compress your code. I've
discovered a way of making it do more
than one thing at a time and have those
CONTINUED ON PAGE 50
3i VIDEO GAMES PUYER
m
^>
wEwrruNE
Up-to-the-minute gaming news
,NEW YORK-U)NiJON-PAi<IS-0TTUMWA.
This fall, COLECQ will announce a NATIONAL VIDEO GAME CHAMPIONSHIP COMPETITION
with playoffs to be held in NEW YOrtK CITY . They are also starting a new club.
THE COLEGOVISION VIDEO CLUB . For more info, write to them ati P.O. Box 'tOZS,
Syoeset, NY 11791. Meanwhile* the company has been sued by another computer
company that claims it owns the name A QAM . Games for the computer, by the way,
will contain up to 500,000 bytes of information — 125 TIMES more than games for
the Atari VCS...
ATARI is starting to fight back and has been called " tp GOLEGO OF 1^83 ." They
are about to unveil four new computers to replace the ^00/800/1200 line, and for
$'*65, you can get the 600XL, printer, and disk drive --;^135 cheaper than AjjAM I
Other ATARI news--Thev have licensed Nintendo's MARIO BROTHERS for home video
games and computer games. XEVIOUS , "the game you can't play at home," will soon
be available for the 5200, as will TEMPEST. ROBQTKON. PENGQ. JOUST. POLE POSITION ,
DIG DUG , and BATTLEZONE . We've seen the last four, and they look terrific.
Atari VCS and 5200 owners will soon have speech synthesis modules, to be manu-
factured by WILTON BRADLEY , along with 18 voice carts over three years. Atari
Atari purchased ljO.OOO~TEI£PHONE CHASIS in Singapore and contracted PORSCHE to
design the housings of their ATARITSL telephones. Nolan Bushnell, the roan who
started Atari and was SUED by them recently, has licensed his future arcade
games to Atari. Call WQ^Qk7-^^0^ if you want to get the solution to RAIDERS OP
THE LOST ARK . Call 800-842-1225 to get service for your COLSCOVISION. . .
lASSRDISCS are comingi RCA has given the technical specifications for their
interactive videodisc system to game designers. Atari, Goleco, Mattel, and
others are rushing to be the first with laserdisc games. DRAGON'S LAIR , though
primitive, has started the flood. We can expect ENVIRONMENTAL games shortly--
games in which you step into a booth and actually become a part of the action,
SIMUTRON already has a test "Tournament Center" in San Diego, where 16 players
can play at once...
QUICKIESi A company called VIDCO will release a $59.95 "Copy Cart" — a device
that can transfer a VCS game onto a blank cartridge in TWO SECONDS . . . Two com-
panies, INTSC and ESAC , are coming out with systems to replace qiiarters with
credit-card-type devices in arcades , . , PARKER BROTHERS has licensed GYRUS , and
will be making Q*BERT for VCS, ColecoVtsion, VIC-20, and Commodore 64... AMIGA
has dumped Its POWER MODUI£ (it was basically the same as the STARPATH SUPER -
CHARGER ) , but will be making their JOYBOARD for Atari 400/800 and VIC-20. fhey
will also be coming cut with VCS carts that contain THREE SEPARATE GAMES . . . E,T.
fans have a fan club. Write to them ati P.O. Box E.T., Ht, Morris, IL 61054.,,
ELECTRONIC ARTS has hired JULIUS "DR^ J," ERYING and LARRY BIRD to help develop
a computer basketball game. . . IMAGIC is about to release BEEZSk , their first
arcade game. They have also changed the names of some upcoming games i TARANTULA
becomes LASER GATES , HOP TO IT becomes QUICK STEP . FLAP becomes WING WAR.,,
RETURN OP THE JEDI used to be called REVENGE OF THE JEDI , so if you have any
posters or buttons with the old title, they are worth a lot of money. . , TIM
SKELLY , who designed REACTOR for GOTTLIEB , is working on a new game called
INSECTOR . . . SENTE'S first game will be GRIDLES . ■ .Coleco's JOHN DYKSTRA will be
doing the special affects for the movie DUNE ... The re is a new video game news-
letter called CLUBHOUSE . For info, write George Perry ati 104 Millstone Circle,
Courtland, VA 23B37.. .Tokyo District Court has finally decided that video games
should be copyrighted like books, as they are in the U.S. This should slow down
THE VIDEO GAME PIRATES . ■ .Also, 15 Japanese companies and SPEGTRAVIDEQ in the U.S.
have gotten together to make programs for all their computers compatible, ., Our
next issue will be SLIGHTLY different. Call THE HOTLINE for details...
CALL THE VIDEO GAME HOTLINE (212) 581-8267
35
MATTEL
CONTINUED FROM PAGE 21
puter and can print 80 characters per
second, and up to 40 columns wide. There
is also a "4-Color Printer" for those that
need 80 columns. The Aquarius Modem
will connect you with Aquarius Home
Services (such as Hints From Heloise) and
CompuServe. The Aquarius Master
Expansion Module is a double disk drive
that will be available in early 1984. There
is also a Data Recorder, Aquarius Memory
Cartridges, Aquarius Mini Expander (to
play games), and the Command Console,
which will be able to turn appliances iin
and off in your home automatically. It
will, for example, start dad's coffee
before he wakes up, turn on the sprin-
klers, and turn the lights on when nobo-
dy's home.
The software for Aquarius includes
games (BurgerTime, Bump 'N' Jump,
Night Stalker), education (LOGO,
Match & Learn, Math & Mazes), home
applications (Menn Planner, Tkx Tips,
FiieForm), and self-improvement (Diet
TVac, Biorhythms, Typemaster).
ItttelUvision . . . Four?
Even with computer enhancements,
ask: yoxxr gajvle i>eax.er
Vim I'.m onlcr Jircil, ■-.it^t.kiiiin i^ur.iiutal nr rfiuni uirhin 10 Jjvs for t\'tiiinl VnJ
urckr with iliak, nuincv iiuk-r. nA'IS.A Mjsitrt jrd iiumhtr «iih t\p. Amu^ SiLyuturt
FREE! WRITE FOR OUR COMPLETE CATAlOG
QUESTAR CONTROLS, INC.
(i7n N W IViKuvK.iiii.i All .
Cluii-ilis. W.i^hinni.iri <JK5,^2
Phone Orders 206-748-41"!
the days of this "second generation'
Intellivision game system are
numbered. So what's next? Behind the
guarded doors of Mattel's exhibit at the
Winter Consumer Electronics Show, we
were ushered into an almost completely
dark room and allowed a peek at what
was then called "Intellivision III." This is
the same time Intellivision II was
unveiled, by the way. Intellivision III, we
were told, would have higher resolution
(320 X 192) than the Atari 5200 and
ColecoVision, It would be able to have 64
independently moving objects on the
screen at once. It would have a built-in
voice, stereo output jacks, wireless con-
trollers with real joysticks, noothe much-
maligned Intellivision disc. It would be
compatible with the first two Intellivi-
sions, the System Changer, the Computer
Adaptor, and the Music Synthesizer. It
would have a 16-bit microprocessor
instead of the 8-bit one found in the 5200
and ColecoVision. lb put it plainly, it was
pretty neat, and all the video game maga-
zines rushed out "previews" of the new
system.
Well, Intellivision 111 has been
scrapped. Mattel claims they have come
up with a new graphics system— Super-
Graphics— that allows them to program
games for the Intellivision II that are just
as spectacular as anything Intellivision III
would have been able to display Super-
Graphics (official name "Mattel Elec-
tronics Graphic Development System
GDS-78n9") produces multiple game
screens, animated title screens, and gen-
erally better- looking screens for games
like BurgerTime, Pinball, and Masters
of the Universe. According to Mattel,
Intellivision III became unnecessary.
However, according to a source at the
company, Mattel is busily at work, in
another dark room somewhere, creating
the next Intellivision, which will be
available sometime in 1984. Intellivision
IV? Maybe, A laserdisc game system?
That's a rumor.
One thing is certain— with Intellivi-
sion, M Network, Aquarius H, The Enter-
tainment Computer System, and arcade
licensed games, Mattel is fighting back
. . . hard. Q
Suggested retail price of items memioned in this
urtirle-lntellivisiiinll; S150, System Changer: J80,
Computer .Adaptor and Keyboard: $100. Music Syn-
Ihesizen IKfl, AquJirius: $100-$1-S0. -IK Memory:
S5(). IfiK Memnry: $100, 40-r«lumn printer: $165,
8fl-column printer; S22.'i. Data Recorder: $,"10,
Modem; S90, Command Console; $90. For $4110, the
Aquarius, Miri-Expander, Data Recorder, and
printer are sold in package railed COM/PAC.
36 VIDW GAMES PLXtER
SECOND
WAVE
TRICKY SITUATIONS FOR TOP PLAYERS
Can You Survive?
■^ you have guts? Can you handle any situation regardless of mutants, fusebalis, ghosts or other
V^^^ assorted evil-doers? That's what we're here to find out.
^WHB Every game room has its own "big guns" or "in-house pros." They are players whose initials
^^^^^1 you see on most of the gomes in the arcade. H you've ever watched a good player, you will
probably notice his strategy as well as his knock for coaxing the controls to respond in a crisis. What you
don't see are the fail»safes these video jocks turn to in situations where death seems unavoidable.
Let's see how you respond when the pressure is on. Here is a life and death situation. Your very existence
is in peril. Con you survive?
ZOO KEEPER
THE CRISIS...
Zeke is in trouble. Two animals are
streaking toward him on the top side of
the rectangle. The net would stop
them, but if he jumps for the net, he'll
land right on the far animal. Short of
running away, how can he capture
these animals?
YOUR SOLUTION
It is a iittle-known fact that if you
jiggle the joystick back and forth in the
middle of a leap, Zeke will hover in
mid-air like a hummingbird. 1\y this
tactic next time you're in a tight spot
like this— it's not easy, but with
practice you can land right on the net.
ILLUSTRATEONS BY NINA WALIACE
JR-
By Bob Guerra
Atari's VCS version of Ms. Pac-Mnn includes nearly all the
elements that made its coin-op counterpart the most success-
ful sequel game to date. Everything from the catchy opening
theme to bouncing fruit and pretzels is intact. But game-play
is the main attraction.
Inslead of one maze to chomp your way through, there are
four. Each has its own tunnel locations and dangerous pas-
sages where inexperienced gobhlers
can easily become surrounded and
trapped. Six types of fruit and a pretzel
randomly appear Ihroughoul the game
and are worth up to 'MiO bonus points.
Inky, Pinky, Blinky and Sue are all here,
each distinguished by color as well as
speed.
After clearing a maze completely of
dots, you get a new maze to clear.
Mazes one-four must be cleared twice
each before moving on to the next
maze. Foliowingthe fourth maze, you
will allernate between mazes three and
four Un- the rest of the game.
SCORING
Each maze contains alKiut 150 dots
thai are worth 10 [K)ints apiece. There
are also four energy pills in ever>' maze,
worth 50 points each. ^^^^^^H
The first ghosi Ms. Pac-Man consumes
after eating an energy pill is worth 200 points, 400 for the
second, 800 for the third and 1600 for the fourth . All four
^losts must be gobbled on a single energy pill to win the total
3O0O points.
Bonus points for eating fruit and pret zels are awarded
as follows:
CHERRY 100 APPLE 1000
ORANGE 500 PEAR 2000
PRETZEL 700 BANANA 5000
MAZE ONE
Because the wall sections arc relatively short in the first
maze, it is difficult to become trapped in one section if you
keep moving. The two escape tunnels {located about halfway
up the left and right sides of the maze) also help Ms. Pac-Man
avoid dangerous situations by allowing her to exit at one side
of the screen, and reappear at the other.
When play first be^ns, do nothing. Ms. Pac-Man will auto-
matically move to the left. As this happens, watch the red
ghost (fastest of the four) that begins the game already out of
the central reincarnation box. If he goes right, begin clearing
out the liottom lefl corner of the maze, but leave the energy
pill until it's really needed.
Gradually work your way over to the right side, using any
''Don't waif by the
power pills. Follow
a ghost as he runs
over the pill. Then
eat him without even
reversing direction."
pattern that clears a lot of the center in a continuous chomping
of dots. Always be prepared to escape up through the center
of the maze if the gliosis close in. If the red ghost begins by
moving left, head right via a quicker, more direct route.
Try to keep track of how many dots you've eaten. When this
number approaches 50, head directly for one of the escape
tunnels on the right side of the maze. Upon eatingyour 50th
dot, your first fruit— cherries— will enter
the screen through one of the escape
tunnels. If it enters at the right, you'll be
in great position to pounce on it . If it
enters at the left, Simply wrap through
the nearest tunnel and do the same.
Don't worry if you don't eat the cherries
right away. They will bounce around the
screen for up to 2b seconds before exit-
Ingthrough another esca|>e tunnel.
Now that you've cleared out mo.st of
the lower half of the screen, eat the first
cnerg>' pill. Carefully work your way up
to one of the encrgv' pills at the top of
the screen and wait beside it until one or
more of the ghosts are very close. When
you eat the pill, you get ei^t seconds to
chase and eat Ihe ghosts.
After turning blue, the ghosts fre-
quently head for the corners. As you
^ chase them, be careful not to inadver-
tently run over a .second energy pill, This
will begin the cycle all over again and you will lose the bonus
you would have received for eating all four ghosts on the first
pill. Avoid chasing any ghosts past the top of the reincarnation
box once you've already eaten one or two. They may try to
reenter the game as you're pas.sing directly above, and you
will lose a game life-
A second pair of cherries appears after the 1110th dot has
been eaten. When it does, eat a second energy dot (provided
there is at lea.st one ghost vcr>- close by). They try to get all
four ghosts and the cherries before the effects of the energy
pill wear off, or the cherries disappear.
Be sure, as you"re finishing off the rest of this screen, to save
at least one dot until after you've eaten your fourth energy pill
and the ghosts it entitles you to. When this screen is com-
pleted, it will be repeated (this time with strawberries). But
the ghosts will be quicker and you'll have to be even more
careful to avoid getting caught without a means of escape.
Otherwise, the basic strategies should work just fine.
MAZE TWO
Although there are four fewer dots to eat in this maze, it's
harder to clear for three reasons: ghosts move quicker; their
vulnerability, after an energy pill is consumed, lasts only six
seconds; and the escape tunnels at the bottom left and right of
JJ< VmK'iGAMESPLMi:}/
fie caatious chasing a ghoit across the top of the ghosf pen. His buddy may pop out to nail you. When ghost^ start blinking, scramj^
the screen are often used by ghosts to take Ms. Pac-Man by
surprise as she waits by one of the lower energy pills.
When play begins, move to the left and then down U) clear
the lower central imrtion of the maze. Then quickly race for a
more open area before gett ing irapix^d. Work the sides of the
maze, passing back and forth througli the second escajx' tun-
nel until the first fruit appears. (Always ^ance al the opposite
side of the screen before going through a tunnel, to avoid run-
ning into a ghost u|>on your arrival on the ol her side.)
When possible, clear the long top row of dots while luring a.s
many gliosts as you can toward one of the waiting energy pills.
As you chase the ghosts, try to clear al least a portion of the
confined central section of dots directly below the (op row.
Althou^ the energy pills don't last as long, never give up the
chase until the ghosts have blinked twice.
MAZE THREE
If you make it through the second maze twice and still have
a Ms. Pac-Man or two to spare, you should do well on maze
three if you focus all your attention on methodically clearing
the maze of dots. Since energy pills will now only effect the
ghosts for four seconds, don'l waste time, after ealinga pill,
by chasing ghosls over areas that have already been cleared.
instead, concentrate on eating all the dots near each energ>'
pill, thus clearing close to one quarter of the screen at a time
with each energv' pill that you eat.
Try to clear the central portion of the screen a little at a time
{in short pas.ses)as you move from one energy pill area to the
next - Eat all the apples and pears you can, since getting all
four fruits on these screens increases your score by HOIHl points,
While you could easily shake a pursuing gliost in the earlier
rounds by taking a lot of quick corners, this tactic no longer
works very well. The fas! est. most persistent of the four
ghosts is the red one, so take every precaution to avoid a hoi
chase by this character. If there is a gliost on your tail, head for
the nearest energy pill. If none is available, an escape tunnel
(there is only one in this maze) may do the trick.
COSTINVED ON PAGE 50
Whilemost gamers get a kick oul of blowing away swarms
of small aliens like those in Galaga, nothing can compare
with the sheer pleasure of annihilating this latest menace
from Williams. It's much easier said than done.
lb begin with, it takes thirteen hits with "sinibombs" to kill
Sinistar. You begin the game with none. To load your ship
with sinibombs, you mine crystals from floating planetoids.
This is accomplished by rapidly shooting the planetoids until
they give up the .small, glowing crystals.
You pick them up by flying over them. Red "worker" aliens
compete with ynu for the crystals, picking up the ones you
fail to reach in time and using them to build the Sinistar.
Deadly warriors (laser-firing tanksj also fly onto the screen
and disintegrate your ship before you can blink.
SCORING
Points are awarded as follows:
PLANETOIDS 5
WORKERS 150
CRYSTALS 200
WARRIORS 500
SINISTAR PIECES 500
DESTROYING SINISTAR 15,000
crystals, il. will explode and you'U have to move on to a new
planetoid. Most planetoids are good for a half dozen crystals.
Workers are harmless, but they will pounce on any loose
crystals. Blast a departing worker before it exits with the
stolen crystal. The crystal should then be removed before a
second worker comes along to snatch it up. If the crystai-soes
flying Into space, don't bother chasing it.
Keep your ears open for a high-pitched whistle signalling the
warriors' impending arrival. The instant a warrior flies onto
the screen, shoot it before it shoots you. Watch the direction of
the gun turrets. During the early stages you can avoid the war-
riors' lasers by hiding behind a large planetoid while continu-
ing to mine its crystals.
You should have a full load (twenty) of sinibombs before the
workers finish building the Sinistar One way to tell if you have
a full load without having to look up at the top of the screen is
by listening for a change in the sound made when you pick up
a crystal. Although the workers need twenty crystals to build
Sinistar, the completed villain is composed of only thirtejen
pieces. Therefore, if you unleash a full load on him, only 65%
of them will have to find their target to destroy Simslar.
HOW TO KILL SINISTAR
When SinLstar is completed, it will announce its entry with a
loud, "\ live!" Check the radar .screen to see if Sinistar's in
scanner range. It will appear as a yellow bUp outside the cen-
Be quick, i'ick up each rryslal before
the workers gel to il . Fly circles around
warriors and blast Ihem before their gun
turrets swing your way, Get your ship
loaded with sinibomlw Iwfore the
workers can complete their little pro-
ject.
As the game begins, you will find your
ship on a planetoidless screen. Fly in any
direction until you reach a planetoid.
The most efficient method for mining
crystals is to position your ship as close
to the planetoid as possible and to hold
the fire button down. At first your shots
will have no effect. Soon, though, small
crystals will begin to come out. Do not
stop firing. Fly your ship over them
while continuously zapping the quiver-
ing planetoid. When a planetoid is out of
"Sinisfar is made
of 1 3 pieces. If
/ou drop a full
load of sinibombs,
onl/65%haveto
find f heir target
to destroy him."
tral box which represents the .screen
itself. Vbur ship will be a second yellow
blip. If you spot Sinistar on the radar
screen, or if it Iwgins to shout, "Run
coward, run!" unload some of those sini-
bombs. DON 'T WAFT FOR SINISTAR TO
APPEAR BEFORE FIRING SINIBOMBS!
Release half of your bombs by tapping
the bomb button with your second or
third finger while continuing to hold
down the regular fire button with your
index finger. This will make it easier to
defend yourself against warriors which
will be harrassing you throughout. The
bombs that find their way to Sinistar will
slt)w him down. This gives you a chance
to replenish your supply of sinibombs
through continued mining. Keep one eye
on the radar, though, so you'll be able to
sidestep Sinistar when he does arrive on
the screen.
W V!OE(> (JAMES FLAYER
4s you circle Simsiar and drop bombs, keep firing at the warriors. Drop the minimum number of bombs you need to kill Sinisfar.
Onceyou'vemanaged to replenish most of the bombs fired at
Sinistar in the initial foray, it is not too difficult to finish him
off. If Sinistar does appear on screen and is closing in fast, cir-
cle him as you release the sinibombs. Watch him die.
It is at this point that you can greatly increase your chances
ofsuccess in thesecond or "worker" zone. ^yCir'mg only the
exact number of sinibombs needed to destroy Simstar, you will
be able to bring as many as eight or nine unused bombs with
you as you warp to the new zone. You'll need them. Because
the number and speed of your enemies increases with every
new zone you enter, you will have to spend more of your time
defending your ship and less time gathering crystals. There-
fore, any bombs you can bring with you will save you valuable
time and help to increase your score.
Finally, never lose your last ship with half a load of smi-
bombs on board. If you see that you have only one ship
remaining and it s a long way off until your next bonus ship,
unleash your bombs. Many will hit the unfinished Sinibtar,
delaying its completion, and giving you more time to mine a
few crystals. Now play, coward!
MINIMUM SCORE POTENTIAL
120,000
« » , •
Irfcte"
M#w Tft) IPlkw F(Dme^er
Leo Daniels has the highest
score in the world on Aste-
roids-40, 101, 910 points.
He holds the world record
for Millipede (1,747,891), Aste-
roids Deluxe (2,269,230), Food
Fight (3,327,000), Journey
(89,000) and his high score on
Robotron is more than 169 million
points! Leo Daniels is a man who
has played for 36 consecutive
hours on a single quarter. The
man is awesome.
As vice-president of Light Years
Amusement in Wrightsville
Beach, North Carolina, Leo has
discovered a number of simple
tricks and techniques that enable
him to score millions of points
and win as many as 99 free
games. Now, for the first time in
print, Leo tells you his secret tips.
« VIDEO GAUESPLAi-ER
Warn 4® fe© giiim(Bg ©]iiir©Mp(e§li3
mlloim jp®aimlls alt Mm^tl
THE TRICK: How to get unlimited lives
HOW IT'S DONE: You must play two players. Play the first
player normally until you die. When the second player starts,
move Jr. to the far right side of the starting platform with one
footcompletely off the edge. (Youmust be able to jump straight
up without grabbing the vine.) Wait until a blue trap comes
down the apple vine. When it reaches the bottom, jump! You
must hit the water the same time the trap does. The screen will
go blank, then read, "PLAYER ONE." Now player one will have
his same score and same amount of men, but he will have
returned to level one.
THE TRICK: How to get seven men
HOW IT'S DONE: You must play two players. Lose all of
your Jrs. on the first player on purpose. On your last Jr. on
player two, jump into the water at the same time the blue trap
falls. The screen will read "GAME OVER PLAYER ONE." but
player one will come back to life with seven Jrs.
THE TRICK: 1000 point "rainbow" bonus
HOW IT'S DONE: Leave the far left row of invaders alone.
As the aliens walk across the screen, the top invader is one step
ahead of the others. Move slightly ahead of the others. Move
slightly ahead of the entire row and shoot them out from the top
to the bottom. This is difficult, but you can do it. When you
shoot the last one, the bottom alien in the left row, there will be
a rainbow and you will be awarded 1000 points.
43
THE TRICK: Make all the creatures stop firing at you for the
entire game
HOW IT'S DONE: On the first screen, shoot all the aliens
except for the bumblebee on the bottom left side. For the next 15
minutes, let it fly around you and dodge all the shots. After 15
minutes it will stop firing altogether. Let it pass by four times
and then shoot it. For the rest of the game, no enemies will fire
on you.
THE TRICK: 2,000 point "Zowie" bonus
HOW IT'S DONE: Shoot everything on the screen except for
one lander. Follow thai lander until he picks up a humanoid. As
the lander flies to the top of the .screen, shoot him and let the
humanoid fall. You must catch the humanoid at the exact
instant he is touching the ground. If you get it right, the screen
will black out for a second and reappear with a burst of colors
and other decorations commemorating your success.
JJack tte Qmmt
THE TRICK: Win 99 free games
HOW IT'S DONE: Simply jump on Jack's house and keep on
jumping until you die. On your next game, 99 free games will
appear.
THE TRICK: Win 40 free games
HOW IT'S DONE: You must first reach level 27. Then let all
your men die and insert two quarters in the machine. Now start
your game at level 26 and work your way to level 27 again.
When you get to 27, get the last two digits of your score to 11,
then lose all your men on purpose again. Enter your initials as
quickly as possible and don't touch anything else. When the
high scores disappear and it .spells out "Tempest," 40 free games
will click up.
THE TRICK: Make the rocks pass right through you
HOW IT'S DONE : Sit on the lower left corner of the screen,
as far in the corner as you can get without disappearing. Rotate
and fire. The rocks will pass through you and bullets won't
touch you.
THE TRICK: (iel 795,000 bonus points \
HOW IT'S DONE: This one's for pros onlj. When your score
reaches 1,080,000, spin the trac-ball. You will be able to pick a
bonus of anywhere from 15.000 to 795,000 points.
THE TRICK: Make tanks stop shooting fireballs
HOW IT'S DONE: On any wave that has tanks, shoot
everything but one tank. Let this lone tank shoot 21 times. It
will then shoot one last shot and wind down. It will bob up and
down and stop firing. This is good to know if you want to take a
break during a marathon game.
THE TRICK: Score over 200 million points
HOW IT'S DONE: On wave six, Joust all the knights except
one. Let this one get caught by the lava troll. Now position
yourself on the bottom floating rock or platform. The 'fcridac-
tyles will start coming out. Simply face the direction they come
from and they will run into your joust every time. You can build
up over 1000 extra men.
Pac-Mnii
THE TRICK: Win 64 free games
HOW IT'S DONE: You must be able to complete the I37th
board. Beware! This board is different from any other. All the
characters will be right side up, but the board will be upside
down. However, the dots will all be in the right places. Once
you've cleared this board, 7^% of the time, the machine will
click up 64 free games and give you a borderless maze of dots.
Note to all players: Some machines have been repro-
grammed to prevent these tricks. The lips for Tem-
pest, Joust, Asteroids and Jack the Giant
Killer may not work on modiried games.
« VIDEO GAMES PUYBR
0^
w
imwmG
AommmER
Shown Lysowski is 13
yeors ofd and a 9th grader
who lives in Desert Hot
Springs, Cofifornio. Shawn
loves to invent gomes and
pfavs Front line, Q* Bert,
ana Popeye os much as he
eon. He olso likes
swimm/ng and bosebali.
THE YOUNG
ADVENTURER
OBJEaOFTHEGAME
To touch the Holy Chalice.
RULES OFTHE GAME
1. The "Young Adventurer" represents
the player in the game.
2. The "Young Adventurer" can move
up or down rope^, jump and walk on
flat surfaces.
3. lb kill the Barracudas and Piranhas,
the "Young Advent^irer" has to get
the knife. The hotdt will not work on
them.
4. The hook is to kill the Crocodile. The
"Young Adventurer" has to hit the
Crocodile eight times before it is
killed, then must retrieve the key.
5. The key is to c^en the door where
the Chalice is kept.
i. The "Young Adventurer" cannot kill
the bear claw traps w ith the hook ,
key, or knife. Neither can he cut the
ropes.
7. The bear claw traps cannot swim in
the water.
8. Once the bear claw t. ips have g\ 'e
up or down the ropes, they'll fall
until they hit a surface. The "Young
Adventurer" can jump over them.
9. None of the monsters can kill each
other. The fish will swim helter
skelter until they reach the bottom,
like the Aliens in Space Invaders.
The Crocodile will swim around the
stone in the water If any of the
monsters touch the "Young
Adventurer," the "Young
Adventurer" gets killed. If the
"Young Adventurer" gets killed, he
starts on the long rope by the door.
10. To get to the Chalice, the "Young
Adventurer" must get the key and
open the door to the Chalice Room
and swing and jump from the ropes,
avoiding bear claw traps, which can
climb up ropes, and avoiding falling
on the spikes.
11. As soon as the "Young Adventurer"
touches the Chalice, the game starts
over. Players have three men.
12. The points according to the
monsters:
One Crocodile 300
One Piranha ,...100
One Barracuda 20 ea
Jumping over one Bear Claw
TVap lOea
Touching the Chalice 500
If the player gets a thousand points
he gets a free man. There will
always be six (6) Bear Claw TVaps,
two (2) Barracudas, one (I) Piranha
and one (l) Crocodile in each game.
Weprint a reader's game in each
issue and pay $25 to the author
Send artwork, description ofgame^
photo and self-addressed stamped
envelope to: Games From Readers,
Video Games Player, 888 7th Ave.,
Nm York, NY 10106.
45
9^jmf
Galaga is played in stages. In the "attack" stages, aliens
come in groups of eight or more, fire a few missiles and fly into
formation . Once they are assembled, they peel off from the
group to shower you with missiles. During the "challenging ••
stages, five groups of non-firing aliens allow you to blast away
without fear of losing a ship.
SCORING
While in formation, blue aliens are worth 50 points and red
are worth 80. These values are doubled if the aliens are in
flight when shot. The green flagships in
the top row are good for 150 points in
formation and 400 if wasted in flight.
The flagships require two shots to die.
It is in the challenging stages where
you can really earn hefty bonuses. You
are awarded 1000 points and up (depend-
ing on the stage you're on) for destroy-
ing a group of eight aliens. If you elimi-
nate all five groups you will receive a
whopping 10,000 points.
''Red aliens will
head off the
bottom of the
screen. The blue
oneswifftryto
ram /our ship
from below/'
DOUBLE SHIPS
Every so often a flagship will swoop
down toward your ship. It will send
down a tractor beam. If you enter the
beam, your ship will swirl up to join the
flagship in formation. To get a double
ship, wait until most, if not all, of the
aliens have been eliminated and for the
flagship {with captured ship in tandem) ^^^^^_
to attack . Avoid the missiles and then
wait for the alien to complete its loop . When it does, blast it.
When the alien is destroyed, the captured ship will float down
to join your current ship, doubling your firing power from two
on-screen shots at a time to four.
ATTACK STAGES
Stage one begins with five groups of non-firing aliens, one
group at a time, and flying into formation. Group one enters
from the top center of the screen. The rows then split apart. If
you remain in the middle, you're liable to miss everything. A
better tactic is to choose one side and rapidly fire at a whole
row of enemies as they turn back in toward the center. Then
head for the left side for group two.
This group will curve upward from the bottom left corner of
the screen before looping and heading up the middle. Blast as
many as you can on the initial curve upward, but then be ready
to wipe out the entire row as they approach on the downward
portion of their loop. Group three enters in exactly the same
way, but from the right side of the screen.
The fourth group enters at the top center, but instead of
splitting into two rows, a doubk row of invaders flies toward
the left edge and then curves up^ward the center. Position
your ship at the left side of the screen and take out as much of
the outer row as possible just as it begins to curve inward.
Handle group five in the same manner and prepare to be
attacked.
TVo at a time, the aliens will peel off
the outer edges and swoop down toward
your ship while firing three or four mis-
siles. Concentrate on their flight paths,
while using peripheral vision to help you
steer clear of the missiles. If possible,
destroy the aliens before they get a
chance to fire. If not, wait until their
missiles pass and then blast them as they
finish their loops. Red aliens will head
off the bottom of the screen. The blue
aliens will try to come up under your
ship to ram it from below.
Blast away at the aliens in formation
when you get a chance. Although they
are worth more when diving, your
chances of surviving the stage will be
greater if you have fewer attacks to
endure.
In stage two, the aliens will bombard
^ you as they enter the screen and they
^ will peel off in groups of three. Your
strategy should remain the same. You will, however, have to
fire more quickly at the entering aliens, so you'll have time to
sidestep their missiles. Be sure not to destroy all four flagships
until one of them has sent down a tractor beam.
In the third attack stage, the aliens, after completing their
bombing raids, head straight for your ship kamikaze-style. You
can usually fool them if you shift your position drastically right
before they make their dives. This way, the spot they've
homed in on is the spot you've just vacated.
CHALLENGING STAGES
The first of Galaga 's challenging stages is stage three. Like
the attack stage, five groups of aliens will fly onto the screen.
But instead of flying into formation, the surviving aliens will
exit when they have completed their patterns. The key to
success is to learn these patterns well, so you can dispose of
45 VIDEO GAMES FLM'ER
r,"r T;^
^
With two ships, position yourself right in the center and take out hoth rows of aliens at once. With one ship, move left or right.
the non-firing creeps before they have a chance to leave.
Group one will enter in two rows of four aliens, from the top
center of the screen. The rows begin about an inch apart, but
by the time they reach the center, they've curved in so that the
two leading aliens overlap. If allowed to survive, the two rows
would cross over each other and head off in opposite direc-
tions. To avoid this, position your ship (or double ship) in the
exact middle of the screen and time your first shot to meet the
aliens just as they begin to overlap. If your shots are timed cor-
rectly, both rows should explode right into your line of fire.
(See illustration)
Remember-kill or be killed.
MINIMUM
SCORE
65,000
POTENTIAL:
ARSWUmESOMS?
oujust sc-ored 85,000 on Asteroids and you feel great. Then you score 400 on Breakout and you feel lousy But
actually 400 is pretty good for Breakout. Since video game scores are not standardized, there has never been a
way to tell how the score of one ganie compares with another. . . until now. The gawes and scores on these pages
are not based on the "casual " player They are based on hardcore, dedicated, obsessed video fanatics. Like you.
HOME VIDEO GAMES
AVERAGE
GOOD
AWESOME!
ASTEROIDS (Atari)
40,000
70,000
200,000
ASTROSMASH (Mattel)
200,000
500,000
850,000
ATLANTIS (Imagic)
100,000
125,000
200,000
BURGERTIME (Mattel)
75,000
150,000
250,000
COMMUNIST MUTANTS (Starpath)
12,500
200,000
999,999
COSMIC ARK (Imagic)
10,000
17,500
25,000
COSMIC AVENGER (Coleco)
15,000
40,000
73,000
DEFENDER (Atari)
1,000,000
3,000,000
14,000,000
DEMOLITION HERBY (Telesys)
4,000
8,000
40,000
DEMON AHACK (Imagic)
85,000
110,000
130,000
DONKEY KONG [Coleco)
100,000
300,000
780,000
EMPIRE STRIKES (Parker)
2,000
4,000
6,983
FAST FOOD (Telesys)
2,500
5,000
8,400
FREEDOM FIGHTERS (Odyssey)
200
350
9,999
FR066ER (Parker]
1,000
1,500
3,201
JAWBREAKER (Tigervision)
15,000
22,000
30,000
K.C/SKRAZY CHASE (Odyssey]
500
1,250
5,000
KABOOM (Actlvision]
3,000
10,000
999,999
LOCK 'N' CHASE (Mattel)
20,000
50,000
100,000
MISSLE COMMAND (Atori)
30,000
80,000
200,000
MOUSETRAP (Coleco)
100,000
400,000
1,000,000
NEXAR (Spectrovision)
45,000
250,000
700,000
PAC-MAN (Atari)
50,000
100,000
300,000
PHOENIX (Atari]
15,000
40,000
73,000
PICK AXE PHE (Odyssey)
500
1,250
9,999
PITFALL] (Activision)
20,000
40,000
114,000
RIVER RAID (Activision)
15,000
60,000
1,000,000
SPACE INVADERS (Atari)
50,000
75,000
200,000
STARMASTER (Activision)
3,800
3,975
3,971
TURMOIL (Fox)
25,000
70,000
110,000
VENTURE (Coleco)
150,000
500,000
1,200,000
200,000
500,000
ZAXXON (Coleco)
70,000
M VIDBO GAMES PLAT^
ARCADE GAMES
AVERAGE
GOOD
AWESOME!
CENTIPEDE
(Atari)
100,000
200,000
mooo
DEFENDER
(Williams)
200,000
600,000
1,500,000
DONKEY KONG JR.
(Nintendo)
350,000
500,000
900,000
FOOD FIGHT
(Atari)
1,000,000
5,000,000
8,000,000
GALAGA
(Midway)
500,000
1,000,000
5,000,000
JOUST
(Williams)
300,000
500,000
1,500,000
JUNGLE HUNT
(Taito)
35,000
70,000
200,000
MS.PAC-MAN
(Midway)
100,000
220,000
250,000
POPEYE
(Nintendo)
100,000
200,000
320,000
POLE POSITION
(AtoH)
30,000
45,000
64,000
Q'BERt
(Gottlieb]
200,000
500,000
1,000,000
ROBOTRON
(Williams)
1,000,000
1,500,000
2,000,000
TEMPEST
(Atari)
400,000
800,000
1,300,000
TIME PILOT
(Centuri)
250,000
1,000,000
2,000,000
TRON
(Midway)
75,000
150,000
1,000,000
TURBO
(Sega)
30,000
50,000
100,000
ZAXXON
(Sega)
200,000
500,000
1,000,000
COMPUTER GAMES
AVERAGE
GOOD
1
AWESOMEI
APPLE PANIC
(Broderbund)
100,000
250,000
675,840
AZTEC
(Datamost)
500,000
1,000,000
1,200,000
CANYON CLIMBER
(Datosoft)
20,000
30,000
40,000
CHOPLIFTER
(Broderbund)
15
25
64
CROSSFIRE
(Sierra On-Line]
600,000
1,200,000
2,770,000
GORF
(Roklan)
15,000
30,000
50,000
JUMPMAN
(Epyx)
20,000
35,000
60,000+
MINER 2049er
[Big Five)
15,000
35,000
100,000
SERPENTINE
[Broderbund)
500,000
1,000,000
5,120,300
SNEAKERS
(Sirius)
3,000
10,000
40,000
SNACK ATTACK
(Datamost)
5,000
20,000
50,000
SNOOPER TROOPS #1
(Spinnaker)
25hrs.
20hrs.
lOhrs.
SURVIVOR
(Synapse)
40,000
70,000
110,000
TUBEWAY
(Datamost)
20,000
70,000
100,000
WAYOUT
(Sirius)
40
20
11
WIZARD OF WOR
(Roklan)
30,000
70,000
100,000
ZAXXON
(Dotasoft)
40,000
62,500
100,000
MAGICALEX
CONTINUED FROM PAGE Stf
two things both be meaningful.
VGP: But you're not going to tell us what
it is?
AL: 1 sure am not, I could talk about it in
a general way which would put other
programmers on the scent of the trail. Or
I can talk about it in specific way and
every programmer who reads this will
know how to do it. It's something I just
don't want to give up right now.
VGP: How did you get to be so smart so
fast?
AL: I'm a voracious reader— and that's a
piece of advice.
VGP: So all the kids who read the maga-
zine should read voraciously, and find out
what "voracious" means.
AL: Right. Find out what voracious
means before you start reading.
VGP: So rather than playing video
games, they should be reading?
AL: Video games are a lot of fun . I play a
lot of them and will continue to do so. But
reading is the best way we have found to
transmit information from one person to
another. Read everything. I just read an
article about this device that lets doctors
take a patient, run him through this
machine, and get a three dimensional
picture of, say, his heart. And they can
rotate the heart in space, look at it from
different angles, and even cut it in half.
Wow! That blows my mind! That's great!
I read a lot because that's how you find
out what's going on. Read the video mag-
azines. Read the audio magazines. Read
the science magazines. I read it all and
I'm fascinated by it all. I think that's very
important— to maintain a .sense of won-
der and excitement. You shouldn't be
afraid of the future. D
MS. PAC-MAN
CONTINUED FKOM RAGE S9
If you make it this far, congratulations!
Your main concern should be surviving
long enough to reap the 10,000 bonus
p<)ints accompanying those two bounc-
ing bananas. Energy pills now last only
between one-and-a-half and two sec-
onds, so you won't be gobbling up many
more ghosts.
There is, however, one sure way to
gulp down at least one ghost for each
energy pill consumed. Rather than wait-
ing beside an energy pill until a ghost is
dangerously close and then eating the
pill, reversing direction, and giving
chase, you should follow a ghost as
closely as possible when he rum over the
pill. This way you get to continue in one
direction as the gliost reverses and
heads straight into Ms. Pac-Man's wait-
ingjaws.
The fourth maze is fairly open and
easy to maneuver around with just a few
exceptions. The escape tunnels, though
located similarly to those in maze one,
are shielded by a T-shaped barrier on
each side of the maze. So it takes a few
more turns to enter or leave the maze.
At the top center of the maze there is a
small niche containing six dots. Since
t here are only two points of access to
this area, it is easy to get trapped by two
ghosts entering simultaneously at both
ends while you're in the middle. There-
fore, be extremely careful while clearing
this section of dots.
That should give you all the informa-
tion you need to know to do a job on Ms.
Pac-Man and amaze your friends. You
will notice, by the way, that with this
and other home games, the better you
are al the game, the better you will
probably do in the arcade version of the
game. Ms. Pac-Man the arcade game is
quite similar to Ms. Pac-Man the Atari
VCS cartridge. "How Tl) Play Forever"
(see page 42) will give you another tip
for Ms. Pac-Man— if you can complete
the i;i7th lM)ard of the arcade game, the
Ixiard will turn upside down. But the
dots will all be in the right place. When
you clear the board, there is a 75%
chance you will receive 64 free games.
Keep an eye out for the 5200 version
of Ms. Pac-Man.
MINIMUM SCORE
POTENTIAL:
50,000
so VIWOGAMtXFLMER
THIRD
WAVE
Video Game
BUYER'S Guide
DEMOLITION HERBY ^
.So you think all drivinj; names are the
same, eh? Well, here you travel around a
grid, filling in blocks. Whenever you
enclose a square it becomes black and
you get more fuel. Your opponents are
chase cars that attempt to erase your red
lines and crash into you. Your goal is to
black out the entire grid before you run
out of fueJ .
Demolition Herby is colorful, fast-
moving, and addicting. The bright blue
grid is striking. You can use your joy-
stick's red button as a gas pedal, to
quickly escape the cha.se cars. Strategy
is important here, since you can earn
bonus points by completing two squares
with one line or by ramming into the
chase cars. There's even a two-player
version in which your opponent controls
the chase cars. Demolition Hetty is
similar to Amidar, but twice as good.
Thlesys, for Atari VCS
' 2 :' J
;:.-.V.V.ii.V.vii
PEPPER II A
The designers of Pepper// have taken
By Raymond Diinetrosky
all the characteristics that make up good
maze games and added extra touches to
produce a contest that is exceptional.
Here, instead of eating dots, you roam
around "zipping up" rooms. And while
there are the usual villains to avoid, they
are unique— roaming eyes and a "zipper
ripper." As in all good maze games, you
get to turn the tables and chase the
monsters, You can also score bonus
points if you enclose rooms that contain
prizes. Butbest of all, in Fepper // you
can travel at will among four different
mazes. If you complete all four, you
advance to a level with invisible tracks!
Pepper n is excellent. There are three
songs (including the dreary theme from
the Alfred Hitchcock show) and incredi-
bly colorful graphics. Each maze has its
own set of colors. While it's enjoyable to
play for points, in this game it's fun just
to watch the mazes as they are colored
in. Since there's relatively no violence,
this is one game that can be enjoyed by
every member of the family.
Coleco, for ColecoVision
LOOPING B
You 're the pilot of a plane in a world
filled with green drops, twinkle mon-
sters, bouncing balls, and hot-air bal-
loons. You must shoot and destroy these
obstacles. Since the only way to turn
around is by making a loop, you had
better navigate carefully. Mo.st of your
trip will be through rooms full of twisted
pipes.
Like the arcade game, Looping is not a
game you can quickly master. Your plane
is extremely sensitive to every move-
ment of the joystick. Numerous crashes
are inevitable. But how many times have
you purchased a game only to find you
could conquer it in a few hours? The
graphics are colorful and detailed (espe-
cially the runway and radar tower) and
the sound effects, which feature a
roaring plane, are done well. So, while
younger children may find this game a
bit frustrating, those interested in a
challenge will be satisfied.
Coleco, for ColecoVision
REVENGE OFTHE BEEFSTEAK
TOMATOES C
This game is like Breakout, in reverse.
You must build three walls over a row of
tomato plants by catching orange, pink,
and green bricks. The tomato plants fire
at you, and you must deal with beefsteak
tomatoes, cherry tomatoes, and brick-
eating vines. You score points by
destroying the various foes, capturing
and placing bricks, and completing
walls.
At first glance this game seems really
novel. A number of bizarre opponents
travel around in an attempt to destroy
you. But the play action, especially in
the easy versions, quickly becomes dull.
At times you cannot continue until you
frnd a particular colored brick . and you
find yourself sitting around thinking of
other things . . . like what video game
you're going to play next. Good title,
though.
Fox Video Games, for Atari VCS
SPACE DUNGEON B +
In Space Dungeon you travel through
connecting rooms in an attempt to
destroy enemies and collect treasures.
When you've scooped up a few desirable
prizes, you drop them off into a "collect
bonus" room. You can sneak a peek at
the map above the main rooms.
The most unique feature of Space
Dungeon is that it takes two joysticks to
play. Like Robotron, you control move-
ment with one stick and direction of fire
with the other. This may be confusing
for those people who are not adept at
using the 5200 controllers. Once you get
the hang of it, though, the game really
takes off. It's a wild shoot-'em-up
adventure game. With all of the inter-
connecting rooms and the many dif-
ferent levels, there is enough variety
here to Ia.st you for a while. Add to this
the above-average graphics and sound
effects, and you end up with an enjoy-
able space adventure.
Atari, for 5200
to decay them. Your weapon? A tube of
toothpaste, of course. You have 35 .sec-
onds to squirt your attackers, If you
eliminate them, you receive bonus points
for time and teeth remaining. When you
reach 2,000 points, you earn an extra
tooth.
This game is ingenious! You are
attacked by everything from cheese-
burgers to ice cream cones. And the
graphics are truly outstanding. The
packets of frencli fries look like they've
just been served at McDonalds, and you
can almost taste the sickeningly sweet
candy canes. Plaque Attack also has
some great extra features. When the
junk food reaches one of your teeth, it
turns bright yellow and disintegrates.
And you are alerted that your time is
running low by the toothpaste tube— it
begins to roll up! Actually, if you strip
away the great graphics, Plaque Attack-
is another shoot-"em-up game. But this
contest Is so clever, you'll quickly feel as
ifyou're playing something that's
unique. Oddly, it reminds me of Missile
Command.
Activision, for Atari VCS
and very tough to beat.
CBS Electronics, for Atari VCS. Also
for Intellivision. Atari 5200. and Atari
400/800.
PLAQUE ATTACK B +
You must protect a mouth full of teeth
from various types of food that are trying
SOLAR FOX B +
Solar Fox proves you don't have to
have good graphics to have a good game.
The field is almost black and white. You
have a simple airplane shape which flies
over various configurations of geometric
blocks. You must touch all the blocks and
avoid fire from above and below.
What seems like a simple space game
actually has depth to it. If you finish a
wave in less than ten seconds, you get to
skip a wave. Among the 26 different
waves are "Challenge Racks," which are
tests of speed. Succeed in a Challenge
Rack and you get a secret letter. With six
secret letters, you learn the secret of
Solar Fox. This game is straightforward,
addicting, very much an eye-hand game,
STRAWBERRY Shortcake
MUSICAL MATCHUPS A
There are six Strawberry Land charac-
ters, each with his own three-piece
outfit and musical tune. But alas, their
bodies have become mixed up. and only
you can put them back together. If you
succeed, they dance a little jig while
their theme song plays in the back-
ground and their names appear beneath
them. There are six different games. The
easiest contests allow you to create any
character you want, while In the more
difficult games you are given a name or
melody and you must correctly form a
specific person. They're all extremely
colorful and melodic. In fact, never
before have so many different tunes been
heard in one VCS cartridge. And one
look at the Strawberry Land characters
and you'll be awed by the graphics.
There's even a smiling sun that .sails
across the sky to indicate time remain-
ing. For girls from four to .seven , Straw-
berry' Shorttake is a dream come true.
Everyone else— this one isn't made for
Parker Brothers, for Atari VCS
ENDURO A
Imagine this— You're about to begin a
24-hour race across winding roads. You
52 VIDEO GAMES PLAYER
have to pass a predetermined number of
cars or you'll be disqualified. Yet if you
give a little too much gas, you cra-sh. So
keep a close eye on the color of the sky
(it changes as the race progresses, to
reflect the time of day), and soar around
the track. After all, you score is deter-
mined by the number of mites you travel.
lb put it simply, Endiiro is the best
driving game ever created for Atari VCS,
Your engine roars as you accelerate, and
your mileage is clocked on an odometer
that even registers tenths of a mile.
While it may seem strange to steer with
a joystick instead of a paddle, your car is
surprisingly easy to control. The
designers have cleverly utilized color to
create skies, which are absolutely
beautiful. And thanks to the occasional
trips through snow and fog, the game
does not become boring. For tho.se of you
who eixjoy racing car games, this excit-
ing and challenging contest i.s highly
recommended. It actually approaches
Coleco's Thrbo.
Activision, for Atari VCS
SKY Skipper C+
You are the pilot who must shoot goril-
las and rescue the animals that they
have captured. When you shoot a
gorilla, you have a limited amount of
time to complete your mission or he'll
regain consciousness and the animals
will return to their cages. You must also
keep an eye on your fuel gauge, and,
most importantly, don't crash into any
walls or you'll instantly lose a life.
Playing the game becomes a measure
of your ability to travel within narrow
pathways. If you're into games that
require a great deal of precision, you
may enjoy the challenge. Others, how-
ever, will quickly become frustrated, and
may find the game repetitive. To the
designer's credit, whenever you free one
group of animals, you are presented with
a different maze, with a new set of
obstacles,
Parker Brothers, for Atari VCS
NOVA Bust b+
You must protect four cities that are
enclosed in capsules. You battle wave
upon wave of attackers with your lasers
and bombs. To aid in your defense, you
are equipped with damage and fuel
indicators, radar, and a beaming device
that will temporarily replace destroyed
capsules.
In many ways Nova Bla'il is similar to
Defender This is a scrolling contest in
which you fly around shooting at numer-
ous enemies. The graphics are excellent,
especially the domed cities with their
clear, vibrating capsules. The special
effects are equally exciting. When a
capsule is destroyed, it smashes into
pieces that fly in every direction. One
interesting feature of this game involves
the attackers— only one type of creature
opposes you at a time, So, if you like
plenty of shoot-'em-up action, you'll
have a great time with Nova Blast. And
since there are slill a limited number of
quality space games for Intellivision, it's
a fine addition to your collection.
Imagic, for Intellivision
GAME OF THE MONTH
TRUCKIN' A+
If designers are interested in knowing
what makes an outstanding game, they
should look at TYuckin '. The game is so
involved, it is impossible to fully
describe it here. In brief, there are two
different games. In the first, you must
drive through eight cities in the shortest
time possible. You can choose from 59
different routes. In the second, your goal
is to deliver loads of cargo to various
cities in order to make as much money
as possible.
TYuckin ' is one of the most complex
video games ever produced. The screen
switches from a view of the road, to a
gas station, to a rest stop, to charts that
present vital information. When you are
travelling on the highway, you simply
avoid the other vehicles. But a closer
look reveals a horn which you blow to
warn other vehicles, scenery represent-
ing the area in the country you are in,
and police who catch you when you
speed. In this game you do more than
step on the accelerator. In fact, TYuckin'
is to racing games what Star Raiders is to
space games.
Imagic, for Intellivision
happytrails
B-
Happy 7hij7.s is a maze game that is
unlike any other video game. The dif-
ference? You control the maze. The
playfield is divided into square segments,
with winding paths crossing each seg-
ment. You control a bounty hunter (a big
hat with feet). You must arrange the
maze before your bounty hunter walks
off the path. On your way, you attempt
to collect money bags and capture Black
Bart, the villain.
You'll either love it or hate it. There's
a great deal of strategy involved, and
those of you who enjoy maze games will
be challenged by the unending number
of mazes. But the gamer who revels in
shoot-out action will quickly become
bored.
Activision, for IntelUvision
GORF B +
The unique feature of this space game
is that you get four separate missions.
When you eliminate one wave of oppo-
nents, instead of challenging a faster
group of the same creatures, you begin a
completely different task . The first
wave, "Astro Battle," closely resembles
Space Invaders. The second round,
"Laser Attack," pits you against robot
ships that are firing lasers. The third
round, "Space Warp," requires you to
dodge radiation bombs and destroy new
robot ships. In the fourth round, "Flag-
ship" you must avoid fireballs and
destroy the flagship's internal reactor.
For the most part, Gorfis another
shoot-'em-up that tests your reflexes.
But it will probably hold your interest
longer than the average space battle,
since each contest is really four games in
one. Add to this Coleco's usual quality
sound effects and graphics (the space
warp scene which places you in the
middle of streaking red, orange, and
yellow lights is particularly outstanding)
and you end up with a very good game.
Coleco, for ColecoVision
robotTank a
"Excellent," "fantastic," and "incred-
ible" are not good enough words to
describe this Battlezone-done. You are
in the tank, and tanks are all around
firing, for some reason, big black squares
at you. You can roll toward them, away
from them, and turn in circles. The
scene changes from day to night and the
weather changes from sun to fug and
snow. If you've got video-damage, you
can use your radar scope.
You will be amazed. Realism— incredi-
ble. Graphics—terrific. Game play— very
good. Sound— average. Overall rating-
Super Wonderful Fun.
Activision, for Atari VCS
Jungle Hunt B+
Your wife has been kidnapped by
savages, lb rescue her, you must swing
on the vines through the Deadly Forest,
swim past crocodiles in Reptile River,
leap over boulders in Boulder Field, and
avoid the spears thrown by the savages
in the Cannibal Camp.
Considering the limitations of the VCS,
this adaptation of the arcade hit is quite
good. There are four colorful scrolling
scenes and each setting contains its own
bunch of obstacles. The cartridge
includes two versions, one for beginnere
and one for experts, so every member of
the family can expect to be challenged.
As for the graphics, don't expect the
detail of the arcade game, but all in all,
they're satisfactory. At least you can
readily tell what everything is. And
there are some features that are rarely
seen in a VCS game. For example, when
you kill a crocodile, the points that you
have earned appear on the screen. This
game is not quite up to the level of
Activision 's Pitfall, but enough of the
flavor of the arcade hit has been main-
tained to make it a winner.
At^ri. for Atari VCS
Cakewalk B-
You're a baker who has to catch cake~s
that are travelling along six conveyor
belts. If a pastry falls, ajanitor cleans up
the mess, When enough cakes have been
boxed you earn a coffee break .
Cakewalk is a fast-moving contest that
will really test your strategic thinking.
You can freeze one conveyor belt at a
time, but you still must deal with five
rows full of rapidly approaching goodies,
There are 16 variations, which allow you
to choose between such options as fast-
moving bakers, faster conveyer belts,
and bakeshops filled only with dancing
gingerbread men. There are different
types of cakes, even cakes with candles,
and when they drop they turn into
mush . lb break up the monotony, there
are deadly knives and forks.
CommaVid, for Atari VCS
54 VIIXO GAMES PUYES
Siarfing with our next issue,
Video Games Player will
become Computer Games.
The editorial package you
hold in your hands will not
be substantially changed.
We'll still have oil the news, all
the clues to beat your favorite
arcade gomes, and reviews
off fie lofesf home video
games. But now we're also
jam-packing our pages with
news, clues, reviews
and interviews in the field of
computer gomes. Even more
for your money. Stick with us-
we're hot and getting hotter!
Cmpinm
Look
for us on
October
ISffif
When youYe ready to
STOP JUST PLAYING. .and START"WINNING"inaBig Way
/^^
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PROFESSIONAL, MICROSWITCH
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ONE ON ONE
By Michael Blanchet
DRACULA (Imagic, for Inteilivision) PITFALL! ( Activision , for Intellivision)
UNLIKE THE MOVIES AND BOOK, DRACULA FOR INTELLIVISION IS NOT A
"scary" game. It's actually quite funny -a tongue in cheek contest in which the player,
turned vampire, must creep through town in search of victims.
The game begins in an English graveyard. "Drac" emerges from his tomb and floats to
the sidewalk in bat form. In each round there are an increasing number of available victims.
Drac must find them all, bite them and return to his coffin before the timer reads six a.m.
To flush out a victim, Drac just knocks
on the nearest door. If someone emerges,
Drac has to chase him . He can do so
either in bat or man form. As a bat he's
capable of swift flight, but also a sitting
duck for the vulture that's stalking him.
When he wishes to bite his victim, Drac
must revert back to human form, At this
point you can either bite him or turn him
into a zombie, which in turn can be dis-
patched against the bobbies that are hot
on your trail.
The game really heats up when these
cops start walking the beat. While chas-
ing his victims, he must also avoid the
cops and the wooden stakes they're toss-
ing at him. If a stake hits him, the Count
is temporarily immobilized and must
wait for it to disintegrate before he can
move.
Dracda is best when played by two
people. In this mode the contestants
alternate control of the vampire. One
plays the Count while the other controls
the victim. When a victim is turned into
a zombie, he can be used to attack the
cops, In the one-player version you may
find it difficult to use a zombie to any
advantage.
Dracula's greatest asset is that it's a
challenging game that's also humorous
and lighthearted. One of the nicest
touches is the Count's lumbering walk.
Graphically, Dracuh offers a wealth of
detail. Thunder rolls, lightning bolts
dance across the sky. and there are even
cracks in the sidewalk and puddles along
the side of the road.
Compared to most Intellivision games,
Dracula is easy to learn. Just select the
difficulty level and you're off. As
expected, Drac is a little tough to con-
trol, Regardless, this game Is as much
fun to watch as to play.
Graphically, there's little difference
between VCS PitfaU! and its Intellivision
counterpart. As an Atari cartridge, it
looks top-notch in light of other VCS
games. In the Intellivision format,
though, the graphics are inferior to
recent Imagic offerings, not to mention
some of Mattel's own stuff. The
mechanics of play also remain
unchanged, and this detract,s slightly
from the game. As a VCS cartridge, Pit-
fall! is amazingly complex, but as an
Intellivision cartridge it loses ground to
other recent fantasy adventure offerings.
The objwtt of the game is to collect a.s
many of the 32 treasures as possible
within 20 minutes. The jungle spans 255
screens, connected end to end.
Finding the treasures is ea.sy. It's get-
ting to them that's difficult. Ifpon exit-
ing Ihe first screen, "Pitfall Harry"
encounters a never-ending trail of haz-
ards: tar pits, rolling logs, crocodiles,
fires and snakes. These can be avoided
by running leaps and swings across con-
veniently placed vines. Easy enough to
do with a joystick, but another story
entirely with the Intellivision disc con-
troller. That darn disc seems to contra-
dict everything logical about moving a
game character. 1 found it quite difficult
to coordinate the functions of running
and jumping in unison, This can make
the game a frustrating experience.
If you're looking for pure adventure.
Pitfall! might be the way to go. But since
It was originally made for the Atari VCS,
don't expect to get bowled over For
treasure hunters who prefer to stray
from the beaten path, buy Dracula.
56 VII^X) GAMES PLAi'ER
ONE ON ONE
UXXOH (Coleco, for ColecoVision) ZAXXON (Datasoft, for Atari 400/800)
LIKE COIN-OP ZAXXON, THE COLECO AND DATASOFT VERSIONS ARE
broken into four battles. The first and third stages involve flying over a heavily fortified
floating rock. Between each stone youll encounter a fleet of enemy jets. Either kill or be
killed. At the end of the second asteroid youll face Zaxxon, the missile-spewing robot. You
can either destroy the robot with six well-placed shots or simply survive the encounter by
destroying or dodging his missiles he fires at you. Whatever the outcome, the round will
end at this point and you'll find yourself
back at the front end of another fortress.
As these two Zaxxons are played on
two different typex of hardware, there is
no point in telling you to buy one over
the other. However, it is interesting to
see the differences and similarities in the
two games and note how the Coleco and
Datasoft designers translated the arcade
hit into the home format.
First off, neither game fully captures
the feel of the arcade game. That is just
impossible. You don't have that big pistol
grip at home, the high-resolution moni-
tor, or the booming arcade speakers. But
given these limitations, both Coleco and
Datasoft have given us admirable
translations. If you own a ColecoVision
or an Atari computer, you will not be
disappointed with the job they have
done with Zaxxon. The Coleco game is
their best selling cartridge to date and
Datasoft's computer game Zaxxon is
number one on the Softsel list of all cur-
rent computer games. As Zaxxon's
three-dimensionality revolutionized
arcade games, it is doing the same for
home games. At the same time, the
flaws of arcade Zaxxon, the difficulty in
estimating height and distance, are
found in both home games.
The games are not identical. One look
at the photos above shows that the Data-
soft version fills almost the entire screen
while the Coleco game occupies a nar-
rower diagonal strip. Everything appears
larger in the computer game, including
your ship. That doesn't necessarily mean
the computer game is better. In the Col-
eco game, your smaller ship gives you
extra reaction time, maneuverability,
and makes it easier to slip through the
force fields that guard the fortresses. But
the scale on the Datasoft game more
closely approximates the arcade Zaxxon.
Coleco makes up for it in spectacular
graphics. The fortresses are works of
art, armed to the teeth. They have taken
special care to recreate the missile silos
from the arcade game, and have added a
new enemy— dome shaped robots that
shoot missiles at you. My only complaint
is the way the field scrolls. Instead of
zooming along, your jet sputters and
jumps from place to place. The Datasoft
game, though lacking in some of the
graphic detail, scrolls very smoothly.
The Atari computers, fortunately,
accept "specialty" joysticks, and you're
going to need one. A big bathandle will
give you a better feel of a plane— the
short staff on the Coleco controller Just
doe.sn't make it. when you do battle
with Zaxxon himself, you have to punch
off shots rapid-fire. You may find your-
self banging your Coleco controller
against the furniture to do this. A few
companies are now starting to make con-
trollers for the ColecoVision, and you
might want to pick one up. Keep in
mind, by the way, when you plan your
video game budget, the Coleco's Zaxxon
costs nearly twice as much as the other
Coleco games. I suppose those added
graphics cost quite a bit to put in.
This is not a battle of "video game ver-
sus computer game." ColecoVision can
accept game cartridges as complex as
24K, which is more than many home
computers. A game played on a com-
puter is not necessarily better than a
game played on a video game .system.
Rather, it is a matter of how each game
designer interprets the game.
COUI^ g [_PBXSHRRC HHZZ \
How do they malce it?
How do we use it?
By Josh Martin
What is a video game without
sound? Your ears tell you if your
guns have fired, whether you
hit your target and when the
monsters are coming. There are
trumpets of victory and the
agony of defeat, not to mention
other nifty squeaks, squeals,
screams and, on occasion, voices. Sound is the unsung
hero of the video game.
Somewhere in the wilds of New Jersey is a group of
engineers and technicians, gathered like scientists,
thinking up sounds you have never heard, for games that
no one has ever played. This is the design team of Activi-
sion . Elaborate precautions are taken to ensure secrecy at
this lah. Even a simple phone call from the outside must
get special clearance from a separate office in New York.
Company officials strictly limit outvside contact for the
engineers and technicians: "They don't disturb them for
any reason," said an amazed secretary. "They're serious,
too."
In this quiet atmosphere, designers work on sound
effects for explosions, rockets and symphony orchestras.
As long as there have been video games, there have been
sounds to listen to while playing. Of course, back in the
early days, those sounds were pretty much limited to the
beep of a moving cursor as it hit the edge of a playing
field.
Now, after years spent developing graphics, the Activi-
sion game designers and others are going to work on
Can you nome the gomes that belong with these sounds?
See the end of this article for the answers.
M VIDEO GAMES PLAYES
CHEAU
(said softly)
C CHISHHHHHH h
BAAAP
• •••• •••
• •••• ■••
• •••• •••
mMMM
BAAAP BAAP
mum
wmm
soundtracks, to make what you hear as
good as what you see. The results are
audible in home and arcade games: better
music, realistic action sounds, and high-
quality voice synthesis.
Case in point: Pong, admittedly a
pioneer game, used an effect that
sounded more like a beeping radar screen
than the bouncing tennis ball it was sup-
posed to represent. But the ball in Activi-
sion's Tennis (Atari VCS) generates
authentic "thwacks"when it's whacked
with a racket.
In the arcades, sound has also been
evolving for the better. Who could forget
the gimmicky explosions in Space
Invaders^ They sounded more like Uttle
electronic pops— hardly what you'd
expect from an exploding space ship. In
Zaxxon, however, the devastation done
to enemy fuel tanks and rockets is often
realistic enough to make you want to dive
for cover. {And let's not forget Sub-Roc,
whose designers didn't forget impre,ssive
sound effects when dreaming up those
razzle-dazzle 3-D graphics.)
Activision's Dolphin demonstrates the
most enterprising and innovative
exploitation of sound so far. Many games
warn of impending danger with an appro-
priately timed noise, but this one helps
out with varying sonic cues — dif-
"The goal is
sound realism— a
car crash In which
you feel the
twisted metal, an
explosion that
rocks you back
from the controls."
ferences in the sound's pitch signal the
safest direction in which to swim to avoid
the killer octopus. Designing such effects
is obviously even more challenging— and
sometimes as much fun— as playing the
game itself, according to some program-
mers.
Garry Kitchen is one of three brothers
who design games for Actlvision. Sound
has become a new challenge for this video
veteran. "I don't think I've done as much
with sound as 1 can," he says. "It's still
mostly support for graphics."
"You put sound in and take it out as you
design your game," Kitchen adds. "You
have to consider that the sound must fit
into the memory that's available. It's a
delicate balance between making things
good and making them fit."
For Mark TYirmell, a game designer
with Sirius {Beer Run, Sneakers, Thr-
moil, Fast Eddie) soundtracks are the
resuttof a lot of testing. "It's an intricate
process," he says. "Sounds are made up
of numbers in a computer, It often starts
(>n a random basis."
Making that random sound perfect
takes time, experience, and money.
Suzanne Ciani, the musician and elec-
tronic effects specialist whose work can
be heard in Bally's Xenon pinball game,
works 12 to 18 hours a day, with an array
of 28 synthesizers. This custom-built
equipment is expensive— one synthesizer
can cost $60,000-and so is Ciani's tal-
ent. A Ciani soundtrack will cost as much
asS25,000.
Even the shortest soundtrack can take
HOW DO YOU MAKE A SOUND?
There are hard sounds and soft
sounds, representing different fre-
quencies and sound-wave patterns.
Hard sound waves are jagged and look
like sawteeth. As a number pattern
(which is how sound programmers
create it), a hard sound might read
1,2,3,1,2,3. This pattern can be used
to create a motorcycle noise.
Another type of hard sound is
created by square-wave systems,
which sets up number patterns like
1,1,3,3,1,1,3,3. The visual pattern is
like a light being turned on and off. A
thunder clap can be made by using
square-wave noise.
A soft sound creates a wiggly sound
wave that can be seen in a number
pattern like 1,2,3,2,1.2,3,2. This is
used to simulate footsteps or gentle
noises.
In Q'bert, the sound programmer
started at a computer terminal by typ-
ing in numbers, which were turned
into electrical power in a Digital Ana-
logue Converter (DAC). A DAC can
produce up to 256 different voltage
levels, so the programmer can type in
numbers ranging in size from I to 256.
Then the programmer determined the
speed at which the numbers change,
which is the speed of running through
different voltage levels. This deter-
mines the resulting sound frequency.
Howard Delman, a former hardware
designer with Atari who was responsi-
ble for Asteroids, explains how an
explosion is created:
"An explosion is a random selection
of sound frequencies. It starts off very
loud and then falls off. The way to
make one explosion different from
another is to select different frequen-
cies. The sounds are all made by
selecting a group of frequencies using
a Random Noise Generator,
"The Random Noise Generator cir-
cuit creates a wide spectrum of fre-
quencies simultaneouisly, creating a
hissing sound— 'white' noise. Another
circuit selectively eliminates certain
frequencies; it is a controllable filter,
And a third circuit controls the volume
of the signal. When an explosion is
started, this third circuit allows the
frequency to pass through at full vol-
ume, and then very quickly decays the
amplitude. We can re-start the sound,
however, to make a complex explo-
sion."
An explosion for one of the big rocks
in Asteroids uses lower frequencies,
hence the rumbling noise. A spaceship
uses higher frequencies. The only
software programming involves four
choices of explosion frequency cir-
cuits, to cover the different size rocks
and the spaceships. By comparison,
each sound you hear in Q*ben. is a
different software program, and there
are about 25 small programs in the
game.
so VIDEO CAJHESPLAYEIt
weeks or even months to produce. In
TVirmeil's Turmoil, a Fox game introduced
last November, tKere is a tune at the end
of play which is totally mathematically
generated and synthesized. According to
Tlirniell. the music, which lasts 35 sec-
onds, took over 70 hours of studio time to
produce.
Sound is broken down into several cate-
gories. First there is real sound which you
can hear in your everyday experience,
like a car horn or a dog barking. Some-
times, soundtracks will use tapes with
real sounds. But more often, the sounds
you hear while playing a video game are
mathematically generated and measured
by frequency. Synthesized sound, created
by machines, registers as numbers on a
dial in a game designer's studio.
Game designers consider three types of
synthesized sound: high frequency, low
frequency, and white noi.se. White noise
is created with a random number genera-
tor, switching frequencies very fast. It is
often used for sounds like explosions or
footsteps. Game designers who work on
soundtracks soon become versed in fre-
quency numbers and the sounds they rep-
resent. "I can pretty much tell what a
series of numbers will .sound like," says
Kitchen.
The sophisticated use of sound in Q*
bert provides indication of where
soundtracks are going. Sound is used to
give the characters personality, It is also,
in its own way, communicating to play-
ers. "Q*bert is not trying to say anything
understandable," says a Gottlieb pro-
grammer who helped develop the game.
"The sound is used to provide clues and
enhance effects. It gives you a clue about
what's coming up in the game."
There are limits to sound. While home
games can use better quality, arcade
games will continue to rely on graphics.
As one sound programmer put it, "In a
war environment like the arcades, it's
hard to hear auythingy So in an arcade
game, explosions are just about the only
sound that matters, because they are
about the only noises which can rise
above the din.
Ed Rutberg, who worked on designing
Asteroids and Battlezone, says the arcade
environment doesn't allow for sophisti-
cated sounds like voice synthesis or
player- produced music. "Arcade applica-
tions have to wait until we have total
environment games," he says. Such
games would be able to deal with four
senses; sight, hearing, touch and .smell.
For now, however, the main goal is
realism; a car cra.sh in which you [eel the
twisted metal, a rocket that makes the
hair on your neck stand up, a bomb explo-
sion that rocks you back from the con-
trols. As the graphics and sounds become
more realistic, we care more about win-
ning the game. You have to rescue that
human, not just some blip on a screen.
There is more riding on it. And if you
think today's games sound tough, wait
until next year!
BEHER SOUND
FOR HOME GAMES
Your TV speaker is very small and
the sound is of low quality. But you
can improve the sound by sending it
through the speakers of your .stereo.
Recoton makes a device that plugs into
your TV earphone jack to make your
TV sound, video recorder sound, or
video game sound come out .your
sUireo speakers. The sound will be
"simulated" stereo and you must keep
both the TV and stereo on at the same
time. Write or call Recoton at: 46-23
Crane St. , Long Island City, NY llIOl,
(212) 392-6442.
L
The sounds on the first page were; A. Tti*; spidpr
in Centipede. B. A Vad^r in Space Invaders, C.
The Qix in Qix, D. lUrbo car driving. E. Aste-
roids ship firing, F. Fleas droppinj} in Cen-
tipede. 6. THE END in Mis.slle Commaod, H.
Pac-Man. I. Right before you lihift in Gran
Prix. J. Galaga bugs dropping bombs, K. Col-
oring of a Qlx box, L A Fuse burning in Qix. M.
Point couni of mushrooms in Centipede, N.
Frog hctpping in Progfier Sounds ixime courtesy
"f Defending ibe Galaxy: The Complete Hand-
b(H)k orVideu (iaming. edited by Michael Rubin
Available for $iM at bookstores or from TViad
Publi.shing Company, 1110 NW Sth Ave, , Suite C,
Gainesville. PL 32601, Add SI for shipping.
Computer Game
BUYER'S Guide
WIZPLUS B
Wizardry and its sequel, The Knight Of
Diamonds, are two of the most popular
fantasy adventures for the Apple. But
they take months to play and can get
downrijjhi frustrating when you lose a
favorite character. Wizplus is a utility
that speeds up the game play. Characters
that are dead, paralyzed or poisoned can
be restored to prime condition. They can
be given weapons and gold. They can
even have their experience level and hit
points increased. The maps included in
the user's guide show the locations of
secret doors and magic objects, The
result; you can telescope months of Wiz-
ardry into one weekend,
Datamost, for Apple
By Shay Addams and Martin Bass
building by running horizontally across
each floor while avoiding guards in
elevators. When you reach the top of the
building, you're rewarded with one line
of an encoded message. After writing it
down, you resume the game, this lime
starting your climb from the second
floor. After each trip to the top, you get
another piece of the message.
This is a neat game. Winning requires
both coordination (avoiding the guards)
and thought {decoding the message). At
$19.95, it's a genuine bargain.
Penguin, for Apple.
SPY'S Demise b+
Spy 's Demise Is one of those games you
just can't stop playing. The goal is to get
your man to the top of a twelve-story
Mastertype a
They're coming at you. Unless you fire
quickly, your ship will be blown up.
Sound familiar? The twist is that "they"
are not aliens. "They" are words, lb
defeat the words, you have to type
quickly and accurately. Each time you
tjTie the letters correctly, that word dis-
appears from the screen, only to be
replaced by another one intent on
destroying your ship. At the end of a
round, the computer gives you a score
and tells you your typing speed.
It was a brilliant idea to make typing
practice into a video game, so brilliant
that Master Type is one of the top ten
best-selling programs for the Apple
today. You'll have fun. You'll learn .some-
thing you want to learn. What better
combination can you ask for?
Lightning Software, for Apple. Also
for Atari 800
SQUISH 'EM B-
If you like ladder games and you like
maze games, you'll Wke Squish 'Em,
because it is both. You've got to climb a
48 story half-completed building to reach
a suitcase, then parachute off the top.
Bricks, hammers and TV sets are hurled
at ym from above, and "Creepy Crea-
tures" abound, to be jumped over or
stomped.
It's a very easy to learn, cute, addict-
ing, and good-looking arcade-type game,
similar to Crazy Climber. Once you really
learn lo slide and squish, it feels like
dancing. But don't expect this game to
keep you occupied over the long winter.
Sirius, for Commodore 64. Also for
Atari 400/800 and VIC
SHAMUS:CA5EII A-
Fans oiShamus won't be disappointed
—the pits and lairs are even more
treacherous, the ladders more slippery
and the Shadow every bit as deadly as
you fight your way to the top of his mur-
6t VlIXOGAMESPLAr^
derous underwater fortress. Mutant mol-
lusks, fiendish fish and the Slavering
Snakes make excellent targets for your
plasmar detonators, and inventive sound
effects enhance the sharp graphics and
colors,
But the thing that makes this such a
winner is the finely-tuned blend of
shoot- 'em-up and adventure, as you
must explore every side corridor, pit and
chamber for extra lives and the ultimate
passage to the Shadow's lair. One
improvement over the original is a pause
feature that displays a map of your pro-
gress. If it's fast-paced, high-caliber
action/adventure you're after, this is the
one.
Synapse, for Atari 400/800 with 32K
Apple Panic b
At first, i nailed this one as a real
loser. "You must destroy wandering
apple monsters by digging holes in the
brick floors for them to fail into, then
bashing them through the holes with a
pick-axe," Bor/'n^.' Seven hundred and
nineteen bashed apples later, it was no
longerapanic— it wasan obsession.
It's a ladder game, one of the first, and
the screens vary enough to keep the play
unpredictable and interesting. Current
and high scores are posted throughout,
but you don't get any replacements for
your original pick-axers no matter how
high your score. Too bad. So what's so
addictive? Apple Panic is a well-pro-
grammed combination of action and
strategy, infinitely more challenging
than Donkey Kong. Though the game (as
Space Panic) bombed in the arcades, it
blasted to the top as a computer game for
the Apple. The VIC version is a winner,
too. A pause feature is included in the
game. Especially good game if you er\joy
beating monsters over the head. Coleco
has a version of the game for ColecoVi-
sion—Space Panic.
Creative Software, for VIC-20
c:
'.(.<. U(i'j.y;..>j/
*l
MASK OF THE Sun
Adventure games have always been
popular on the Apple. In the beginning,
the games were text only Then picture.s
were added. Lately, there's been a trend
toward making the graphics more
sophisticated. It's in this area— state of
the art graphics— that the Mask of the
Sun stands out.
What the authors have done is to pack
many, many pictures on the disk , The
pictures are displayed fast enough to
give the illusion of animation. Sound
effects have also been added— (juite a
rarity in adventure games. The game
will understaiul complete English sen-
tences as well as truncated ones. So you
can type "Get into the jeep" or simply
"into jeep."
If you want to see the most sophisti-
cated graphics to date in an adventure,
jWas/f oftheSun is your game.
Vltnisoft. (or Apple
Frogger
This may be the first home game that
surpaH.ses the arcade original. In addition
to well-defined frogs, logs, snakes and
crocodiles, you are serenaded with
jaunty music as you play— Yankee Doo-
dle, Old MacDonald, etc. The game can
be played with the joystick or keyboard
and you can pause it or cut out the music
if you'd like.
Basically it's an excellent adaptation
of Frogger, which we know and love.
The only question is, with so many great
games coming out, do we still care about
getting this old frog to the other side of
the road?
Sierra On-line, for Commodore 64
Synthesound
Synilu'stnmd transforms your VIC into
a synthesizer that takes advantage of the
computer's music capabilities. The keys
on the computer are used like piano
keys, and the screen displays a piano
keyboard to help you get oriented, Once
you've got the feel of "tickling the ter-
minal" instead ofthe ivories, you can
customize your tones— bagpipes, trom-
bones, even sci-fi sounds can be gener-
ated with no programming know-how.
The only drawback is that you can't
compose a tune and SAVE it to replay
later. But you do learn about envelopes,
attack and decay rates, sustain and
other element-s of computerized music.
Synthesound is an excellent tool for bud-
ding Beethovens and ruck 'n' ROM musi-
cians. It might even be put to serious
work in the studio or onstage, though its
main value is educational.
HES for VIC-20
BOULDERS AND BOMBS B
How did the astronaut get to the other
side of the planet? He tunnels beneath
the surface with a high-speed drill. But
it's more than a horizontal Dig Dug:
you've got a wacko-looking Alien Bird
GAME OF THE MONTH
ULTIMA II A+
Adventurers, grab your swords! Mon-
dain, the villain of the original UUima, is
dead, but his evil protege Minax lives.
Your character can be human, dwarf, elf
or hobbit and a Fighter, Thief, Cleric or
Wizard. His {or her) status can be dis-
played anytime, a game in progress can
be easily SAVEd, and hit points, expe-
rience and gold are constantly onscreen.
The most inventive element of Vltima
II is its "time doors," which enable you
to travel to any of five eras— from the
misty prehistoric to the far future— as
well as to different continents and
islands. After time- traveling, you can
board a horse, ship or plane to move
around the terrain faster. A rocket will
even take you across the galaxy (via a
second disk). Richly colored maps scroll
all four ways; when you enter a town,
its streets and buildings fill the screen.
Playability is top-notch.
The programmers neglected sound,
nearly nonexistent, and used the freed-
up memory to make room for more
lands, towns and dungeons. All told,
Vlt'ma II is an original, well-designed
and executed adventure that offers many
hours— more likely weeks and months! —
of high-caliber entertainment.
Sierra On-line, for Apple and Atari
400/800 with 48K
flying overhead dropping "Probe Birds,"
whose fungus-injecting probes shoot
through the subsurface. If they don't hit
you, they'll block your progess. So will
"nuclear rods" raining from the sky
Scoring is based on how long you take
to cross to the escape tunnel on the far
side. There are 99 screens. Richly col-
ored graphics and detailed animation
enhance the action. The alien sun
actually travels across the sky, and when
it sets, a moon orbits throughout the
night. Best thing about this one-of-a-
kind game is Ihat it accepts four joy-
sticks, allowing your friends to control
the alien Probe Birds!
CBS. for Atari 400/800
Prisoner 2 B+
Prisoner 2 is a subtle, difficult puzzle
in which you have several goals: getting
off the island where you're imprisoned;
keeping secret a piece of information the
guards are trying to extract from you;
and above all maintaining your indivi-
duality in the face of psychological tor-
ture.
lb heighten the pressure, the com-
puter plays tricks on you. For example,
keys don't work the way they should.
You might type "N" only to see "T"
appear on the screen. You'll be offered a
clue, only to find it was the same clue
you got last time. The computer will
frustrate you in every way it can, even,
at one point, threatening to erase the
disk if you stop playing. If you think
you're strong willed, if you think you are
really tough, test yourself against Pris-
oner 2.
Edu- Ware, for Apple
1^, l|?t<?MTOS?
flff!* jS'",*!©
E.T. PHONE HOME B
Don't get confused with the VCS E. T.
game. There are similarities in concept,
but the design is sharper and execution
more complex. The screen .scrolls in four
directions as E.T. searches for the phone
pieces he needs to call home. (Why he
didn't just go to Radio Shack beats the
heck out of us!)
The suburban neighborhood, with its
gingerbread houses and nearby forests
are intricately portrayed, and the sounds
really make E. T. fun to play. After
you've collected all the pieces, E.T.
actually speaks! (no voice attachment
necessary) then you scram out to the
forest, hoping to reach the mother ship's
landing site before you run out of energy,
If you make it, the saucer beams E.T.
aboard in one of the most entertaining
climaxes around. Nine difficulty levels
should give you plenty of extraterrestrial
pleasure and challenge. E.T.'s energy is
indicated by a red line and four flowers.
You can earn more flowers, and the
game is over when you lose them all. For
kids and adults.
Atari, for Atari 400/800
M Vimo GAMES puyoi
ASTRO Chase a
The Me^ardians have surrounded the
galaxy with a force field. They've put
their most potent weapons— the Mega
Mines— into orbit around Earth. Sixteen
of them are slowly closing in, each
packed with enough explosives to blast
the plant to bits. Your mission: Save
Earth by vaporizing the mines. That's
not easy, because you're constantly dis-
tracted by squadnms of fighters, which
track you down and nail you with their
lasei"s.
You have to get used to your ship's
unique maneuvering mechanism. Any
time you touch the fire button, yini go
into auto-pilot. The ship continues in a
straight line and lasers are fired by joy-
stick movement like in Rohotron. You
can position yourself between two
planets and bounce back and forth, turn-
ing your ship into a giant machine gun.
All this takes place against a scrolling
backdrop of rich blues and whites. These
graphics and the extraordinary animated
intermissions make Astro Chase a stand-
out.
First Stat, for Atari 800
Protector II B
Like Defender? Crazy about ChopHft-
erPYou'll go bonkers over this. You've
got to rescue 18 refugees in New Hope,
all waving their hands as you fly over.
Pick 'em up one at a time and deliver
them to the far side of an intermittently
erupting volcano.
If you're not fast enough, an alien
mother ship (why don't these games ever
have /ai/ier ships?) snatches the refugees
and drops them into the volcano. There
are also enemy meteroids, chompers,
lasers and other nasty weapons. Rescue
all 18 refugees and the volcano erupts,
devastating New Hope with lava. It's
also fun to shoot all the refugees or drop
them in the volcano youi^elf .
Synapse, for Atari 400/800 witii 32K
STARBOWL FOOTBALL B
Cheerleaders are the only thing miss-
ing in this otherwise authentic sports
simulation. A one/two-player game
offering "college" or "pro" skill levels,
Starbowl scrolls horizontally in both
directions to avoid cramping the entire
field onto one screen. Both teams are
represented by well-animated charac-
ters, the crowd roars, and there's also a
musical half-lime show.
When you've got the ball, you coach
by selecting {with joystick) the pass pat-
terns and blocking assignments. Or an
eligible receiver can be picked, in
which case you directly control the
passing. Defense is programmed the
same way, and you can control the free
safety's action. Nearly 200 offense/de-
fense options are available. Punts, field
goals. Interceptions— everything that
happens in the Superbowl is possible in
Starbowl.
Play lasts an hour, and the teams
switch goalposts for each quarter,
Yards-for-first-down, time remaining,
and score are constantly displayed on
an overhead scoreboard.
Starbowl 's only snag is its tricky
method of passing and receiving.
Unclear instructions can make mas-
tering this task quite frustrating. The
more you already know about the vari-
ous patterns and plays, the more fun
you'll get out of it— but even novices
can learn a lot from Starbowl.
Gamestar, for A tari 400/800
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JUICE B+
Edison, your main man here, hops
around a pink, slanted checkerboard-
like affair, completing circuit boards
with his tracks to score. But he's got to
avoid creeps like Killerwatt and Nohm,
who bounce along behind to zap him.
This is made somewhat easier by two
squares on opposite sides of the board.
Hopping onto one of them immediately
"teleports" you to the other, Killerwatt
can often be duped by maneuvering back
and forth In this manner. However,
unlike the other nasties, he can also fol-
low you onto the teleportation squares
and deliver a real double-whammy to
Edison .
You can start play at any of six levels,
each of which has three rounds. The
board's structure differs with each
round, and higher levels require fancier
footwork to complete the circuit. An
extra Edison is awarded for every 10,000
points {you begin with five). Scoring is
unique; you get bonuses for avoiding
Killerwatt and touching base with Re-
charge and Flash. Sound effects are ade-
quate, and the animation is crisp and
lively. Covering the board demands as
much strategy as reflexes, and results in
a game with value-packed longevity.
Excellent game for Q'Bert fans.
Tronix, for Atari 400/800
And why didn't any of the com-
puter games reviewed this
month get Ds or Fs, you ask?
Simple: the ones that would
have scored miserably were so
bad, we buried them in a toxic
waste dump in East Noxious,
New Jersey, before the art
department got a chance to pho-
tograph the screens. But the
ones that survived are the best
"boots" rnoney can buy this
month.
65
"I v/as a 97 lb. video wimp . . .
Until I subscribed to Video Games Playerl"
OEFENOERi
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Once I was so ashamed of my pathetic
scores that I dreaded being seen in an
arcade. I was so bad that the voice-
synthesized coin-op games would say to
me, '*Stay away. ..you're wasting your
money." Then I discovered the secret that
changed me from a 97 lb. wimp to the awe-
some video jock I am today. The secret — a
subscription to Video Games Player maga-
zine. Before I knew it, I could roll every
game in the arcade. Now everyone crowds
around to watch my technique, but nobody
dares put a quarter on the machine — they
may have to wait all night!
WHAT CAN VIDEO GAMES PLAYER DO FOR fAl?
Well, in addition to providing you with
hot tips for your favorite games, VGF gives
you the latest info on which video and com-
puter game companies are coming out with
what products, when, and for how much.
We'll also tell you which ones you should
buy and which ones you should stay away
from. And besides, what other magazines
have subscription ads like this?
MAIL THE COUPON TODAY!
What are you waiting for? Wanna change
your life like I changed mine? Get a sub-
scription to VGP. The quarters you save
may be your own.
Yes, I want to become a true video athlete by getting a
subscription to WDE06AA1£5PUyER magazine. Enclosed
is my check or money order for Si 5 ($18 for Canada or
foreign) payable to Carnegie Publications Corp. for the
next six issues.
Nome
Address .
City
State.
.Zip.
Moil payment tO: Subscriptions, Video Games Pfayer, 886
7f/iA«.,NewYork,NYl6l06.
The Official
The game that puts space games in
perspective. Zaxxon ", one of the most
popular arcade games of 1 982, is now avail-
able for use with your home computer
system.
Zaxxon" technology and creativity present
a 3-dimensional-like playfield which sets
Zaxxon " looks and sounds like aircraft
flight, and players can soar to new levels of
home computer entertainment. From the
daring attack on the enemy's floating for-
tress and the blazing battle against the en-
emy's fighter fleet to the final showdown with
the deadly armored robot, Zaxxon '" chal-
lenges the skill and imagination of every
player at every level of skill.
Imagine yourself the pilot, attacking the
enemy fortress-climbing, diving, strafing to
score points and extra fuel. The enemy
fights back with a barrage of missiles and
gunfire. Then you lace a fleet of enemy fight-
ers in a gripping dogfight of altitude strategy
and flying skill. Survive this battle and the
enemy's fortress, defended with laser bar-
riers, then you've earned the ultimate chal-
lenge; a blazing confrontation with the pow-
erful robot, armed with a lethal homing
missile.
Zaxxon " is the one game that you must see
to iDelieve. You have to play it to feel its im-
pact. If you're ready to face the challenge,
check with your local software dealer or
send check or money order with $2.00 post-
age/handling. California residents add
6'/^% sales tax. Available on cassette or
diskette. Suggested retail price $39.95.
Available on Atari- 1 6K cassette, and 16'32K
disk, Radio Shack- Color 32K cassette and
disk. Apple- 48Kdisk.
Pate gg)(i5 gpii^ ^
*'^=:^ COMPUTER SOFTWARE
9421 Winnetka Avenue
Chatsworth,CA 91311
(213)701-5161
'C'1982Datasott'' inc.
Dalasolf is a tegisrered irademarkol Datasott Inc ■
' and Zaxxon " are registered Irademartis ol Sega Enierprises Inc
can
oving in cu*cies
I your scores around.
'f^ffTiT! rtf5rt75lS itSy ;TiBl IOlDttM;f;^t
-BALL
controller for your ATABI 2600 and 520
•lA^icii
^*«**^ -^fm^
«T lay your favorite video games at home the sa
im in the arcade. With the new TRAK-BALL ,
htroiler especially designed to fit your Atari system
Games like Centipede^ Missile Command!" Galaxi««
Defender: RealSports^" TENNIS and SOCCER begi
take on a whole new dimension of speed and accur;
Your scores will improve. And you'll have even more fi..
And with many new TRAK-BALL compatible games on ,
the way, your Atari system will keep getting better all the
'Dgtonderisairodem^olWllliainsEteclronics.ln: 'GalaxianisairadtimaniglBaiiyUFclwayMlg Co llcensG<]Clv^)amco-A'tWlCa. Inc
^TARI
Oa Warner Communicatiori